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Author SHA1 Message Date
ChrisBeWithYouandClaude Opus 4.8 4616860e52 fix(input_setup): stop collapsing audio driver-type variants in the wizard
The onboarding audio picker de-duped the device list by display LABEL. On
Windows the engine enumerates one interface once per host API (ASIO /
Windows Audio / DirectSound) with the same name, so the variants collapsed
to a single choice — silently keeping whichever sorted first, often not the
low-latency ASIO one the player wants. It could also drop the variant that
was actually `selected`.

The audio-input capability already collapses true duplicates by
logicalSourceKey (_visibleInputSources), and these variants each have a
DISTINCT key, so the wizard's extra label-collapse was redundant for real
dupes and destructive for the variants. Removed it; the picker now lists
every selectable input.

Pairs with feedBack-desktop's change to tag each source label with its
driver type ("Focusrite (ASIO)" vs "(Windows Audio)") so the now-distinct
entries are legible.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF
2026-06-28 13:08:00 -05:00
90fb2ee3bc feat(v3): content-dependent playlist covers + custom art (#626)
* feat(v3): content-dependent playlist covers + custom art upload

Playlist cards were a tiny 🎵 emoji on an empty square. Now the cover reflects
the playlist's contents, and you can override it with a custom image.

Cover (in priority order):
- custom uploaded cover, else
- empty playlist  -> the icon
- a few songs     -> the first song's album art
- 4+ songs        -> a 2x2 album-art mosaic

Backend (server.py):
- MetadataDB.list_playlists() returns each playlist's first few still-present
  songs' art URLs (`art_urls`) for the content cover.
- GET /api/playlists and GET /api/playlists/{id} add `cover_url` when a custom
  cover exists.
- POST/GET/DELETE /api/playlists/{id}/cover — store a small PNG thumbnail under
  CONFIG_DIR/playlist_covers/ (PIL-converted, mirroring song-art upload); the
  cover is deleted with the playlist. Cover mutators added to _MUTATING_ROUTES.

Frontend (static/v3/playlists.js): playlistCoverHtml(p) renders the rules above;
the playlist detail view gets "Cover" (pick an image) + "Remove cover".

Tests: tests/test_playlists_api.py (art_urls + cover roundtrip / reject-non-image
/ delete-removes-cover — 11 pass) and tests/js/v3_playlist_cover.test.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(playlists): 400 (not 500) on non-string cover image + bust same-second cover cache

Two review follow-ups on the playlist-cover endpoints:

- POST /cover did `if "," in b64` before any type check, so a non-string
  image (e.g. {"image": 123} / null) raised TypeError -> 500. Guard with
  isinstance (mirrors the avatar/song-art upload) for a clean 400. +regression
  test covering number/null/object/list.

- The cover URL busted only on int(st_mtime) (1s granularity) and GET /cover
  sent no cache headers, so a same-second replace/remove/re-upload could serve
  a stale image. Use st_mtime_ns in the cache-bust token and add the shared
  no-cache header (_ART_CACHE_HEADERS), matching song art.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 14:10:15 +02:00
3d97c07b2b feat(v3): add "Add to playlist" to a song's ⋮ More menu (#625)
* feat(v3): add "Add to playlist" to a song's ⋮ More menu

You could only add a song to a playlist via select-mode (checkbox → batch bar).
Add an "Add to playlist" row to each song card's ⋮ overflow menu that targets
that one song, reusing the same picker (pick a listed number or type a new name
to create the playlist).

The select-mode batch flow and the single-song menu now share one extracted
`addFilenamesToPlaylist(filenames)` helper; the menu is `openCardMenu`, shared by
grid cards and tree rows, so both views get it. Tests:
tests/js/v3_add_to_playlist_menu.test.js.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(v3): don't clear the batch selection when the playlist picker is cancelled

The extract-helper refactor made batchAddToPlaylist() call finishBatch()
unconditionally, so cancelling (or a failed create) cleared the multi-select
and reloaded the grid — a regression from the original early-return-on-cancel
behaviour. addFilenamesToPlaylist() already returns null on cancel/failure;
gate finishBatch() on a truthy playlist id so the selection is preserved for
a retry. Adds a regression assertion.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 13:58:14 +02:00
b103a722ce fix(v3): refresh Songs grid after a Settings rescan / DLC-folder change (#624)
Reported on macOS: on a fresh install, pointing at a DLC folder in Settings and
running a scan showed NO songs until an app restart. The scan itself was fine —
_background_scan re-reads config.json fresh, so it scans the new folder and
populates the library — but the v3 Songs grid never reloaded.

The Settings Rescan / Full Rescan handlers only refreshed the classic (v2)
library via loadLibrary(); the v3 grid (static/v3/songs.js) had no listener for
a scan it didn't initiate (only its own upload path self-refreshes via
watchUploadScan). So its cached, pre-DLC (empty) DOM/snapshot survived a sidebar
return until a full reload (restart).

Fix: the rescan handlers now emit `library:changed` (static/app.js). The v3 grid
listens and reloads if it's the active screen, else sets `_libraryDirty` so the
next onV3SongsScreenEnter does a full re-fetch — a short-circuit placed ahead of
every cached-DOM fast-path so it can't restore the stale grid.

Tests: tests/js/v3_library_refresh.test.js guards the emit + the reload/dirty
wiring (DOM/event glue isn't headlessly unit-testable; end-to-end wants an
in-app run of the reporter's flow: set DLC in Settings → scan → Songs populate
without restart).


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 13:52:48 +02:00
d841813e0b fix(library): Edit Metadata modal — editable Year + don't close on drag-release outside (#623)
* fix(library): Edit Metadata modal — editable Year + no close on drag-release

Two fixes to the Songs -> Edit Metadata modal (openEditModal/saveEditModal in
static/app.js), both reported on macOS for 0.3.0.

1) Year is now editable. A year can be set when authoring a pak but the modal
   had no Year field, so it could never be changed. The backend
   (POST /api/song/<f>/meta) already accepts + normalizes `year` and writes it
   into the file via songmeta (survives a rescan) -- only the UI omitted it.
   Add a Year input (populated from the song's current year) and include
   `year` in the save POST body. Both the v3 card menu and the legacy edit
   button already pass the year through, so both surfaces get the field.

2) The modal no longer closes when a click-drag is released on the backdrop.
   Selecting text inside a field and releasing the mouse past the modal edge
   dismissed the form without warning (the `click` event's target resolves to
   the backdrop, the common ancestor) -- discarding the edit. Backdrop
   dismissal now also requires the mousedown to have STARTED on the backdrop,
   tracked per-modal and decided by a new pure helper
   _editModalShouldClose(clickTarget, modalEl, downOnBackdrop). Cancel / X
   still close on a normal click.

Tests: tests/js/edit_metadata_modal.test.js extracts the real functions from
app.js and asserts (a) openEditModal renders #edit-year, (b) saveEditModal's
meta POST body carries `year`, and (c) the backdrop-close decision table
(Cancel always closes; backdrop needs down+up on the backdrop; a drag from a
field released on the backdrop does NOT close).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(library): wire Edit Metadata Save via listener, not an inline onclick

encodeURIComponent does not escape "'", so embedding the filename in the
single-quoted inline onclick="saveEditModal('…')" handler produced a
malformed handler for any song whose filename contains an apostrophe
(e.g. Bob's Song.sloppak) — clicking Save threw a syntax error and the
edit silently failed. Replace the inline onclick with a data-edit-save
hook wired in JS from the closure filename (mirrors the existing Delete
button pattern), so the filename never has to survive attribute-string
embedding. Pre-existing bug surfaced during review of this modal.

Adds a regression assertion (no inline saveEditModal onclick; Save wired
via data-edit-save).

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 13:42:02 +02:00
a0f5435854 perf(highway): stop the adaptive renderScale from visibly hunting up/down (#622)
Alpha testers reported the 3D-highway "quality going up and down to try to
compensate" as passages got busier (#618 charrette). That's core's
load-adaptive render scale (_adaptRenderScale, #654) ping-ponging across the
7-12ms deadband: it downscales when a busy frame blows the budget, then the
now-cheaper frame dips under the low watermark so it upscales, which blows the
budget again — a visible resolution pop on a loop.

Fix: keep downscaling prompt (protect the frame rate), but make UPSCALING lazy
and predictive:
- smaller up-step (x1.06 vs x1.1) on a longer, separate cooldown
  (_AUTO_UPSCALE_COOLDOWN_MS = 2500ms vs the 600ms general adjust cooldown),
  reset on any downscale so we never bounce straight back up;
- a predictive guard: only upscale when the projected cost AFTER the step
  (~cost * step^2, since draw cost tracks pixel count) still clears the high
  budget. The scale settles just inside the deadband instead of oscillating.

No public API change; the user-facing "Min res" floor (_autoScaleMin) is
untouched. Pairs with the in-plugin AA-under-bloom fix in feedBack#618.

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-28 13:05:34 +02:00
2a43d5b494 fix(diagnostics): rebuild diagnostic sloppak so song name reads "FeedBack", not "Slopsmith" (#621)
PR #586 renamed the bundled diagnostic to
docs/diagnostics/feedBack-diagnostic-basic-guitar.sloppak but only git-mv'd
the file -- it never regenerated the zip. So the manifest INSIDE still
carried `title: Slopsmith Diagnostic — Basic Guitar` / `artist: Slopsmith`
(and the same heading in DIAGNOSTIC.md), which is the name testers saw in
the library/player and the onboarding calibration step. Meanwhile the build
script, server `_BUILTIN_DIAGNOSTIC_SOURCES`, README, and docs all already
say "FeedBack Diagnostic — Basic Guitar" -- only the committed binary was
stale.

Regenerate the artifact from its own generator
(docs/diagnostics/build_diagnostic_basic_guitar.py) so the committed sloppak
matches the source of truth: title/artist/heading now "FeedBack"; the chart
(5 notes / 7 chords / 5 sections), the click-track stem, and the
`diagnostic:` metadata block are unchanged. Verified the rebuilt manifest
parses, carries a real U+2014 em-dash, and contains no "Slopsmith".

No code change -- the #586 rename just needed the rebuild it skipped.


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 12:47:12 +02:00
ee7bafbb47 fix(v3): decode stats:recorded filename so post-play score badge refreshes (#620)
PR #574 added a `stats:recorded` -> in-place accuracy-badge repaint so a
just-earned score shows without restarting the app. But the repaint never
matched a card, so the badge stayed stale until a full render() (app
restart / search / re-enter the screen) -- exactly the "only updates after
a restart" report.

Root cause is a filename key-space mismatch. The event (like song:loading)
carries the filename `encodeURIComponent`'d, because that is what playCard
hands to playSong (the highway WS decodeURIComponent's it). Library cards,
though, key on the DECODED localFilename (data-fn), and /api/stats/best is
server-canonicalized to that same decoded key (server.py
_canonical_song_filename). So repaintAccuracy's `data-fn !== key` check
rejected every card and `state.accuracy[encoded]` was undefined.

Decode the event filename back into the card / state.accuracy key space via
a small `decFn` helper before marking dirty and repainting, fixing both the
immediate repaint and the onV3SongsScreenEnter deferred path. decFn is
idempotent for already-decoded names and falls back to the original on
malformed input, so a real filename containing a literal '%' is never
corrupted.

Tests: tests/js/v3_songs_score_badge_refresh.test.js extracts the real
decFn from the shipped source and proves the encoded event filename
round-trips to the raw card key (incl. spaces and subfolder '/').


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 12:39:13 +02:00
fef870047b fix(player): reliable Escape "Back" + resumable, optionally-confirmed song exit (#619)
* fix(player): make Escape a reliable Back; resumable + optionally-confirmed song exit

Escape didn't always leave a song: clicking a transport control (play/FF/RW/
restart) left that <button> focused, and _shortcutDispatchBlocked() bails the
shortcut dispatcher for any focused INPUT/SELECT/TEXTAREA/BUTTON — so the
player-scope Escape=Back shortcut never fired until the user clicked empty
canvas to blur the control. Space already had a player-screen carve-out (#593);
Escape did not. That asymmetry was the bug.

Phase 1 — focus fix: generalize the Space carve-out in _shortcutDispatchBlocked
to Escape, on the player AND settings screens (both register Escape=Back;
settings had the identical latent bug). The earlier guards still win: text
inputs are exempted first, the Section Practice popover already claims Escape,
and a true modal (role=dialog aria-modal=true / .feedBack-modal) still traps it.
Plugins' player-scope Escape shortcuts are fixed identically.

Phase 2 — resume: leaving the player snapshots {song, arrangement, position,
speed} to localStorage; a non-blocking "Resume practice" pill offers it back on
the next non-player screen / next launch. playSong() gains a {resume} option
that restores speed + seeks to the saved position on song:ready instead of the
normal autostart. Conservative (ignores <3s / near-end), cleared on natural
song-end and once consumed, expires after 24h.

Phase 3 — opt-in "Ask before leaving a song" (Gameplay tab, default OFF). A
true-modal confirm with monotonic Escape (the second Escape leaves) and
Space/Enter = Leave. The player Escape shortcut and the v3 close button route
through window.requestExitSong(); auto-exit on song-end and a results screen's
own Close stay unguarded.

Design rationale: a multi-seat design charrette (engagement, learning-design,
operability, codebase-reality) — leaving a song should be reliable and
recoverable, not gated; the confirm is opt-in only.

Tests: tests/browser/{keyboard-shortcuts,resume-session,exit-confirm}.spec.ts.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* test(browser): suppress first-run onboarding in keyboard/resume/exit specs

The first-run onboarding overlay (#v3-onboarding) is a modal that intercepts
pointer/keyboard events; on a fresh profile it covers the player and breaks any
test that presses Escape or clicks. Stub GET /api/profile to an onboarded
profile in each beforeEach so the app behaves like a returning user (the state
these tests assume).

Also tighten the Section Practice Escape test to assert the guarantee the fix
actually provides — Escape does not exit the song while the popover is open (the
line-447 guard wins over the carve-out) — rather than asserting the popover's
own close handler fires, which isn't wired for a synthetic bar.

Verified locally against a worktree server (Chromium): all 16 new specs pass
(5 Escape + 6 resume + 5 exit-confirm) plus the existing #593 Space tests.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(player): exit-confirm — Escape cancels back to song, pause on open/resume on stay

Refinements from tester feedback on the exit-confirm (default stays OFF):

- Escape on the open prompt now = Stay (dismiss + return to the song), matching
  every other modal and the generic _confirmDialog (Esc=cancel). A second
  Escape therefore returns to the song instead of leaving it. Leaving stays the
  explicit, default-focused "Leave" button, so Space/Enter/click = "just get me
  out" (the OP's "Space always hits leave").
- Opening the prompt PAUSES the song (via the canonical togglePlay path, HTML5
  + _juceMode) so it isn't running/being scored behind the modal; Stay resumes
  exactly what we paused. Guards: cancel any count-in on open; resume only if we
  paused (wasPlaying), only if still the same live song on the player
  (_audioSeekGen unchanged), and never auto-resume a song the user had paused.
- Trap Tab inside the dialog; backdrop click was already Stay.

Specs: exit-confirm.spec.ts updated — the monotonic "second Escape leaves" test
becomes "second Escape stays", plus a backdrop-click-stays test. The audio
pause/resume itself is verified manually on web + desktop (the mock song has no
backing track); these specs lock the navigation + keyboard semantics.

NOTE: the pause/resume adds a new pause→resume cycle on the desktop JUCE
transport (known play/pause-desync path) — smoke-test on the desktop build
before merge.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

* fix(player): accurate exit-confirm copy + keep resume snapshot on failed load

Two review follow-ups on the Escape/resume/confirm work:

- Settings copy said "a second Escape (or Space/Enter) still leaves",
  but Escape dismisses the confirm (Stay) like every other modal — only
  Space/Enter/Leave exit. Corrected the Gameplay-tab description so it
  matches the implementation (and the committed exit-confirm specs).

- resumeLastSession() cleared the snapshot BEFORE awaiting playSong(), so
  a transient load/connect failure permanently lost the Resume pill with
  no retry. Clear only after the load resolves; on failure keep the
  snapshot (and drop the pending in-memory resume) so the pill re-offers
  it on the next non-player screen.

All 16 Escape/resume/exit-confirm Playwright specs still pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 12:32:33 +02:00
290783b80b feat(highway_3d): hit-feedback juice + Hit-sparks toggle (#618)
* feat(highway_3d): hit-feedback juice — cinematic lighting, strike line, sparks, intensity dial

Charrette wave 1 (additive, default-tasteful, all behind settings):
- #8 Hit-feedback settings: hitFx (0..1), cinematic, verdictMarks, timingFx,
  streakFx in BG_DEFAULTS + h3dBgSet* setters + settings.html (intensity slider +
  cinematic toggle). hitFx=0 → colour verdict only.
- #2 Cinematic lighting: ambient 0.85→0.35 + stronger key light when cinematic on,
  so emissive gems have a dark surround to pop against. Live-toggleable.
- #1 Strike line: a glowing bar at the hit line (Z=0) that flashes green on a
  verified hit / red on a miss, eased from the per-frame verdict alpha.
- #3 Hit sparks: a pooled additive Points burst at the gem on a verified hit
  (deduped one burst per note), scaled by hitFx; disposed on teardown.

Staged for wave 2 (after dogfooding): bloom+ACES (#4), colorblind verdict glyphs
(#6), early/late timing tint (#5), streak heat + clean-bar (#7), gem scale-punch.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): wave 2 — gem scale-punch, streak heat, colorblind verdict marks

- #3 (completion) gem scale-punch: the hit gem briefly grows (1 + 0.22·hitFx·alpha),
  biggest at the strike and easing with the verdict — the per-gem impulse.
- #7 streak heat: a renderer-side consecutive-hit counter eases a 0..1 "heat"
  (plateau at 16) that grows the spark burst + warms the strike-line idle glow;
  a miss eases it back down. Behind the Streak-feedback toggle.
- #6 colorblind verdict marks: a redundant ✓ (hit) / ✗ (miss) glyph on the verdict
  via the existing 2D label overlay, so the green/red pair isn't the only signal —
  notably also covers the provider path (where the timing labels don't show).
- settings.html: Streak-feedback + Accessible-marks toggles.

Deferred: #4 bloom+ACES (needs the Three.js postprocessing addons vendored into
core static/vendor/three/ — not present; warrants its own infra change), and #5's
timing tint (the early/late ±ms labels already render on the event path; surfacing
them on the provider path needs a notedetect verdict field — a cross-plugin item).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): #4 bloom + ACES — vendored Three.js postprocessing, perf-gated

The single biggest fidelity lever from the charrette. Core had only
three.module.min.js (no postprocessing addons), so this vendors the r170
EffectComposer/RenderPass/UnrealBloomPass/OutputPass + their shader deps into
static/vendor/three/addons/, with every `from 'three'` rewritten to the SAME
vendored three (../../three.module.min.js) so the addons share the plugin's
three instance (a CDN copy would be a second, non-interoperable module).

highway_3d wiring:
- Lazy-loads the addons only when the new `bloom` setting is on (dynamic import),
  builds EffectComposer(RenderPass → UnrealBloomPass(strength .65/radius .5/
  threshold .82 — high so only emissive gems + the hit flash bloom) → OutputPass).
- Render loop uses composer.render() with ACES tone-mapping when bloom is active,
  else the unchanged direct ren.render() with NoToneMapping (bloom-off = today's look).
- Perf-gated: OFF in splitscreen; graceful fallback to direct render if the modules
  or composer fail; composer.setSize on canvas resize; disposed on teardown.
- settings.html: "Glow bloom" toggle (default on).

Verified the import chain resolves + renders via a same-origin module-load test
(EffectComposer built + a bloom frame rendered, three r170).

Charrette status: 7/8 (only #5's early/late timing tint remains — a notedetect
verdict-field change, outside the highway).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): #5 early/late timing — colour the hit feedback by timing

Surfaces the detector's timing on every hit (the charrette's last item), fully
highway-side: notedetect already dispatches the judgment (timingState/timingError)
on notedetect:hit/miss, so we carry timingState onto the event mark and tint the
hit's spark burst + the ✓ verdict glyph by it — on-time green, early cyan, late
amber. Gracefully falls back to green when no timing is known (pure-provider path),
so it never invents data. Behind the new "Timing feedback" toggle (default on).

Charrette: 8/8 complete.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* feat(highway_3d): add a "Hit sparks" on/off toggle (note-hit particles)

The on-hit spark burst (the particle effect that fires the instant
note_detect confirms a hit) could previously only be removed by dragging
Hit-feedback intensity to 0 — which also kills the strike-line flash and
the scale-punch. Add a dedicated "Hit sparks" toggle (default on) under
3D Highway settings, in the hit-feedback group beside the intensity
slider, that gates ONLY the spark particles; the strike flash and colour
verdict are unaffected.

Wired the same way as the sibling juice toggles: a `sparks` boolean in
BG_DEFAULTS, in _BG_BOOL_KEYS, a window.h3dBgSetSparks setter, the
per-instance _sparks state + settings re-read, and a guard on the
_sparkBurst spawn. Reuses existing Tailwind utility classes, so
assets/plugin.css is unchanged; plugin.json version bumped to 3.28.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(highway_3d): act on tester charrette — strike line, fog readability, AA

Addresses the alpha-tester 3D-highway feedback thread via the design panel's
recommendations:

- Strike line (panel rec 1a): now a HIT-ONLY faint "now" line — flashes green
  on a confirmed hit, no red miss branch (misses already show at the gem: red
  wash + ✗). Moved off the bottom edge to the vertical CENTRE of the string
  field, which was the "incorrectly placed" complaint (it read as the board's
  lower border and fused with open-string gems on a miss). Added a "Strike
  line" on/off toggle (`strikeLine`, default on).

- Horizon readability (#2): the note gems + their outlines are now fog-exempt
  (`material.fog = false` on mStr/mGlow/mStrHitOutline/mHitBright/mWhiteOutline/
  mMissOutline), so upcoming notes punch through the distance fog and stay
  legible as they render in — the board, lane, sustains and scenery keep their
  atmospheric fog, so depth is preserved.

- Cinematic lighting softened: cinematic ambient 0.35 -> 0.45 so the dark stage
  doesn't crush note/fret legibility.

- Anti-aliasing under bloom (perf rec): give the bloom EffectComposer a
  multisampled (WebGL2 MSAA x4) HalfFloat render target. The default target had
  no `samples`, so bloom-on bypassed MSAA — the "too HD / jagged on Windows,
  fine on Mac" report (Mac only won via Retina supersampling). This is the
  highest-value, smallest fix for the jaggies.

plugin.json -> 3.29.0. The renderScale quality-oscillation is core
(static/highway.js) and will be a separate feedBack PR.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* feat(highway_3d): remove the strike line; sparks-only hit feedback, subtler

Second tester-charrette pass. The strike line (even hit-only/centred from the
last pass) was still too distracting/confusing on a hit, so it's removed
entirely — strings + fret markers already orient the player, and the hit is
fully carried at the gem (bright outline + scale-punch + spark burst) with the
timing-coloured ✓/✗ verdict as the knowledge-of-results channel.

- Deleted the strike-line mesh, its per-frame update, the `strikeLine` setting
  (BG_DEFAULTS / _BG_BOOL_KEYS / setter / settings-load), the settings.html
  toggle, and the now-dead `_strikeLine`/`_ndHitFlash`/`_ndMissFlash` state +
  their verdict-block feeds.
- Made the spark burst subtler now that it's the sole celebration: point size
  1.7→1.0·K, opacity 0.95→0.8, burst count (7+13·hitFx)→(4+7·hitFx), radial
  speed (7+r·20)→(5+r·12)·K, life (0.40+r·0.28)→(0.30+r·0.16)s.
- Toggles for Hit sparks and the ✓/✗ verdict marks already exist in settings
  (kept).

Minimal hit-feedback set now: gem bright + subtle spark (celebration) +
timing-coloured ✓/✗ (the KR) + ambient streak heat. plugin.json -> 3.30.0.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>

* fix(highway_3d): hydrate hit-feedback settings controls from saved state

The 7 new juice controls (Hit sparks, Cinematic, Streak, Verdict marks,
Bloom, Timing, Hit-feedback intensity) were hard-coded to their default
markup and never read back from localStorage when the settings panel
reopened — so a saved non-default (e.g. Hit sparks off) showed as the
default (checked) even though the renderer correctly honored it. The
sibling controls in the same panel were already hydrated; this restores
that pattern for the new ones.

Reads h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' coercion.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-28 11:53:48 +02:00
b206633131 fix(v3): keep Section Map's leftmost section clickable under the rail catcher (#617)
The section_map plugin pins a ~20px clickable bar (#section-map, z-index:5)
to the top of #player. The v3 left-rail hover-catcher (.v3-railzone::before)
is full-height at z-index:30 with pointer-events:auto, so its top-left
corner swallowed every click on the section map's first section — the
left-most section was never clickable on the v3 desktop (macOS/Windows) UI.

Drop the catcher below the 20px bar when the section map is present,
mirroring the existing #section-map ~ #player-hud special-case in
static/style.css. The rail still reveals from anywhere below the bar.

Adds a Playwright regression test (hit-test of the top-left corner) with a
negative control that re-raises the catcher to reproduce the bug.

Fixes #616

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 21:07:44 +02:00
a57d0e3f85 fix(v3): replace broken window.prompt() in Playlists with in-app uiPrompt modal (#614)
window.prompt() is a silent no-op in the Electron desktop shell, so the
Playlists "New Playlist" and "Rename" buttons and the library's bulk
"add selected songs to a playlist" action did nothing. Route all three
through the existing window.uiPrompt() modal (resolves to the string, or
null on cancel; the handlers were already async). window.confirm() works
in Electron and is left as-is.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 20:35:30 +02:00
4480ac2732 feat(v3): promote Audio Engine to a first-class sidebar entry (after Settings) (#613)
The desktop Audio Engine plugin (input device selection, VST hosting, pitch
detection, and the new config Reset/repair UI) was reachable only via the
generic Plugins gallery — per-plugin manifest nav entries aren't surfaced in
the v3 sidebar unless the plugin is promoted. Add it to PROMOTED_PLUGINS
anchored after Settings, plus the matching NAV registry entry so the slot
resolves its label/screen. Desktop-only by construction: the slot is filled
only when /api/plugins reports audio_engine installed, so the web app shows
no dead entry.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 18:16:36 +02:00
3b2d83d406 feat(folder_library): Folder Library core plugin (#610)
Adds the bundled Folder Library plugin (browse the DLC library by its on-disk
folder tree, in-app folder CRUD, drag-and-drop + dialog song moves, sort/filter,
live search), wired into the classic v2 toolbar and the v3 Songs page.

Includes the screen.js IIFE dedup (unified surface factory) and review fixes:
path-traversal guard on /song/move, folder-delete data-loss fix, plural
/api/plugins/<id> namespace, loose-folder song recognition, error-text escaping,
v3 setLibView null-guard, and tests.

Co-authored-by: Kyle <kyle.j.t@live.co.uk>
Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 16:03:54 +02:00
d1f7f12293 fix(v3): add "Show 'Up Next'" toggle so the player pill can be turned off (#612)
The v0.3.0 player chrome's persistent upcoming-section pill (#v3-upnext,
drawn by static/v3/player-chrome.js's updateUpNext) shipped with no off
switch: it always showed during playback whenever a section was upcoming,
overlapping the top-right FPS HUD and ignoring the 3D-highway "Show 'Up
Next' section card" checkbox (a different, in-canvas widget demoted to
default-off precisely because this pill is the canonical readout). Users
reading the pill as that same setting saw "disabled in settings but still
there."

Add a real core toggle, following the autoplayExit idiom:
- static/app.js: client-only `showUpNext` localStorage pref (absence =
  enabled), _showUpNextEnabled()/setShowUpNext(), loadSettings()
  hydration, and a read-only window.feedBack.showUpNext getter. Disabling
  mid-playback hides the pill immediately.
- static/v3/index.html: a "Show 'Up Next'" switch in the Gameplay tab.
- static/v3/player-chrome.js: gate updateUpNext() on the pref.
- static/v3/settings.js: add showUpNext to RESET_MAP.gameplay.local.

Default ON, so behaviour is unchanged for existing users. v3-only (the
pill is v3 core chrome); no Tailwind rebuild.


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:16:31 +02:00
6dbcc5861b fix(player): keep play/pause button in sync when a JUCE reroute aborts autoplay's play() (#611)
On the first song after a fresh load on desktop, the audio engine is often
still starting when the song loads, so the song begins on the HTML5 <audio>
element and the engine-reroute watcher then migrates it to the JUCE backing
transport. The reroute's first step is a deliberate audio.pause(), which
rejects autoplay's in-flight togglePlay() audio.play() with an AbortError —
even though playback continues on JUCE.

togglePlay()'s catch then reset isPlaying=false and the button to "Play"
while the song kept playing: the button showed Play during playback, so it
took two clicks to actually pause (one to resync the flag, one to pause).
The reroute already guards the <audio> 'play'/'pause' DOM listeners with
window._juceRerouteInProgress; this extends the same guard to togglePlay()'s
catch and the count-in catch, so a play() rejection caused by the reroute's
own pause doesn't clobber the button. A genuine failure (outside a reroute)
still resets correctly.

Adds a regression test that drives togglePlay() through a reroute-aborted
play() and asserts the button stays Pause; it fails without the guard.


Claude-Session: https://claude.ai/code/session_01QbexxfTt8q2tAn436MqGWF

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-27 13:16:28 +02:00
8f0625e1f7 fix(v3): reset live performance HUD on backward seek / restart (#607)
The v3 live performance HUD (the visible top-right score tracker) keeps
its own hits/misses/streak counters from note:hit / note:miss events and
only reset them on song load / stop / ended — not on a seek. So pressing
Restart (or scrubbing back), which only repositions the playhead and
emits song:seek, left the tracker showing the stale cumulative score
(tester report).

Mirror the notedetect HUD fix: keep a per-note {t,hit} ledger (note:hit/
note:miss carry the judgment incl. noteTime) and, on a BACKWARD song:seek,
rebuild the tally to reflect only the notes up to the new playhead
(Restart -> "Waiting for notes" / 0). Forward seeks keep earlier notes;
loop-wrap (drill mode) is skipped so a practiced A-B loop still
accumulates, matching the notedetect HUD.

Tests: +3 in tests/js/live_performance_hud.test.js (backward rebuild,
restart-to-0, forward no-op, loop-wrap ignored). Existing 10 still pass.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-27 00:47:43 +02:00
c8e0ad3f75 fix(gp-import): correct bass string count, lead/rhythm roles, preview note count (#601)
Four tester-reported GP-import issues, all in the converter/parse layer:

* String count (bugs 2 & 4): <tuning> is padded to 6 slots, so a 4-string
  bass, 5-string bass and 6-string guitar were byte-identical and the real
  count was lost — a 5-string bass played on 4 strings and a 4-string bass
  showed a phantom B in the editor. Record the authoritative count in a new
  <tuning stringCount=N> attribute (gp2rs._build_xml) and trim the padded
  tail back to it on read (song.parse_arrangement). All consumers already
  trust a non-6 tuning length (arrangement_string_count, the editor's
  _stringCountFor and build-time _normalize_tuning_to_count), so this fixes
  the create-mode preview AND the built sloppak with no consumer changes.

* Lead/Rhythm reversed (bug 3): guitar arrangements were named by appearance
  order (first guitar -> Lead), swapping roles for files that list Rhythm
  before Lead. Honor 'lead'/'rhythm' in the GP track name; unhinted tracks
  keep positional fallback. Applied to both convert_file's fallback (the
  editor's track_indices-without-names path) and _auto_select_gpx, with
  cross-role dedup so name-based and positional labels can't collide.

* Preview note count (bug 1): the importer's per-track count included
  tie-continuation notes, which are folded into the previous note's sustain
  and never become separate RS notes (260 shown vs 241 imported). Exclude
  tie destinations so the preview matches the imported result.

Adds regression tests for all three. Bug 5 (no stems from synced audio) is
environment-dependent (best-effort demucs backend) and not addressed here.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 18:58:35 +02:00
13bbfc0b3d refactor(highway_3d): move Butterchurn controls into settings.html (#600)
Addresses the altitude finding from the Butterchurn review: the visualizer's
on/off + slider options shipped as a parallel UI (a ~140-line floating
in-canvas control panel) separate from the plugin's standard settings panel.

Move the standard controls (Background on, opacity, dim-behind-lane + strength,
chart accents + strength, color tint + strength, guitar gain, song gain) into
settings.html, using the plugin's normal settings UI. They persist into the
same 'viz3d_settings' blob the controller already reads; a new module-scope
window.h3dBcApplySettings() hook lets settings.html push changes to a mounted
highway live (it invalidates the controller's settings cache and re-applies).

The in-canvas panel is now ONLY the live preset browser (pick / favorite /
ban / cycle / hold / meters) — things that are inherently live tools and don't
belong in a static settings form. cyclePool/hold and the favorites/bans lists
stay there; reads were made cache-safe (read fresh via _bcLoadSettings) so a
settings.html write can't be clobbered by a stale captured reference.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 14:09:16 +02:00
6fa5aabba8 fix(highway_3d): re-home Butterchurn panel to a surviving highway (splitscreen) (#599)
The Butterchurn control panel is a singleton, created only when a controller
is created and parented to that controller's wrap. In splitscreen the panel
followed the last-created controller; when that controller was torn down,
destroy() only removed the panel DOM if it was the LAST controller, so with
another highway still alive the panel stayed orphaned on the destroyed wrap
and the surviving highway was left with no visualizer controls.

Track each controller's wrap (ctrl.wrap) and, on destroy with another
controller still alive, re-home the panel+pane onto the surviving primary's
wrap via _bcEnsurePanel (which moves them when connected, or rebuilds them on
the survivor if the old wrap was already detached).

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-26 14:08:13 +02:00
3bb55ab854 feat(highway_3d): Butterchurn visualizer background style (#598)
* feat(highway_3d): add Butterchurn visualizer background style

Adds an opt-in "Butterchurn (visualizer)" option to the 3D Highway plugin's
Background-style dropdown. When selected, the highway renders over a WebGL
MilkDrop (Butterchurn) canvas that reacts to your playing (guitar input on
desktop, the song <audio> spectrum in the browser) and the chart (beat/note/
chord accents + instrument-color tint). The default stays 'particles', so
existing users see no change until they pick it.

Integrates the standalone "3D Highway + Butterchurn" mod into the bundled
renderer as the 'butterchurn' bg-style (not a fork):
- a self-contained _bc* controller that lazy-loads the vendored butterchurn
  libs only when the style is selected; mount/unmount is driven idempotently
  by the existing bg-style lifecycle (_bcSyncMode in _bgMountStyle) plus an
  explicit teardown in destroy()
- the renderer uses alpha:true with the transparent clear gated on the mode,
  so every other bg style stays byte-identical (opaque clear)
- the fog-scenery <audio> tap is disabled while active to avoid a double
  createMediaElementSource on #audio
- the mod's slopsmith* globals are adapted to the current feedBack* names and
  the vendored asset URLs repointed to /api/plugins/highway_3d/assets/

Vendors butterchurn.min.js + butterchurnPresets.min.js (MIT) + viz-worklet.js
under assets/vendor/; see plugins/highway_3d/NOTICE for attribution.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): anchor Butterchurn panel to the highway, centered

Addresses three issues found testing the visualizer control panel:
- Attach the panel + preset pane to the 3D highway's `wrap` (position:absolute,
  pointer-events:auto) instead of position:fixed on document.body, so they sit
  on the highway's right edge and only exist while the highway is on-screen
  (no longer linger on the main menu / float at the app edge).
- Re-home the singleton panel to the active highway wrap on mount, so it follows
  whichever highway is showing (e.g. moves off Virtuoso's embedded highway onto a
  normal song's highway) instead of sticking to the first one created.
- Center it vertically (top:50% + translateY(-50%), folded into the slide
  transform) so a top overlay element no longer covers it.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): harden Butterchurn audio + lifecycle (review #597)

Browser audio reactivity now REUSES the highway's existing shared analyser
(the fog scenery's #audio / stems side-chain tap) instead of opening a
second createMediaElementSource on #audio. The old _bcBrowserSource path:
  - threw InvalidStateError when the fog tap already owned #audio (default
    config), leaving the visualizer non-reactive in the browser, and could
    permanently disable fog reactivity if it tapped first (one-shot/element);
  - rerouted the song through a fresh, possibly-suspended AudioContext, which
    could MUTE playback when butterchurn was selected mid-song;
  - ignored the stems analyser, so it saw only silence on sloppak songs.
_bcCreateController now takes an audioProvider (wired to _bgGetAnalyser) and
connectAudio()s the shared AnalyserNode (a passthrough, so the fog's own
reads are undisturbed).

Also:
- destroy() now closes the AudioContext when we own it (desktop / browser
  fallback), fixing a per-mount leak that hit the browser ~6-context cap
  after a few style toggles. The shared (fog-owned) context is never closed.
- _bgApplyVenueSceneFog keeps the clear transparent while butterchurn is
  active, so the venue scene no longer occludes the visualizer.
- _bcLoadLib no longer caches a rejected promise, so a transient vendor-load
  failure can be retried instead of disabling the feature for the session.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(highway_3d): Butterchurn lifecycle + audio re-bind (Codex preflight)

Local Codex preflight on the Butterchurn feature flagged four issues; all fixed:

- WebGL context leak on teardown: destroy() (and the async-init failure path)
  now call _bcReleaseCanvasGL() to force WEBGL_lose_context before dropping the
  canvas, so repeated mount/toggle cycles can't exhaust the browser's WebGL
  context cap.
- Stale shared analyser across songs: the browser path captured the analyser
  once at mount, so a sloppak stems swap (new analyser, often new context) left
  the visualizer reacting to a dead node. update() now compares the live
  _bgGetAnalyser() against what the controller actually bound (boundAnalyser(),
  guarded by ready()) and either reconnects (same context) or rebuilds the
  controller (context changed) via the proven destroy()+_bcSyncMode paths.
- Half-mounted controller on createVisualizer failure: the async .catch now
  cleans up (closes an owned AudioContext, removes layers, marks dead) and
  _bcSyncMode retries when bcCtrl.dead(), instead of leaking and never recovering.
- _bcFfIdx off-by-one dropped accents landing exactly on a seek/loop target
  time; it now uses strict < so the update walkers fire the boundary event.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: ChrisBeWithYou <christian.a.cowan@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
2026-06-26 14:07:29 +02:00
97dae88860 feat(highway_3d): colour theming — string presets + Background/Highway scene themes (#596)
* feat(highway_3d): add one-click string-color presets

Adds 12 named string-color presets (Warm→Cool, Vivid, Colorblind-friendly,
Neon, Accessible, Warm Ember, Tape Deck, CRT Green/Amber, Pitch Ramp, Sunrise)
selectable from the 3D Highway settings panel.

Extends the existing core HWC (highway-color) subsystem in static/app.js with
HWC_PRESETS + applyHighwayStringPreset(), exposed on the existing facade as
window.feedBack.highwayColors.{presets, applyPreset}. The plugin settings page
renders the preset buttons from that core list and refreshes the per-string
pickers on apply. Purely additive — stock behavior is unchanged.

Scope: core static/app.js (the shared HWC facade both highways consume) plus the
highway_3d plugin's settings.html / screen.js / CLAUDE.md.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_011Q9BpGYqUaga9ZJyS3dDPq

* fix(highway_3d): address review of colour-theming PR

- Rebuild assets/plugin.css so the new `flex-wrap` (preset row) and
  `text-[10px]` (theme-dropdown helper) Tailwind classes are actually
  compiled, and bump plugin.json 3.26.0 -> 3.27.0 so the <link>'s ?v=
  cache-buster fetches the fresh CSS (per the plugin's build rule).
- Replace the mirror-at-every-read hwTheme migration with a one-time
  backfill (persist hwTheme := bgTheme on first load, no emit). The two
  scene-color axes are now genuinely independent: changing the Background
  dropdown no longer silently retints the Highway surface/lane, and the
  rendered highway can't disagree with the Highway dropdown value.
- Collapse the duplicated theme id-set in settings.html (two identical
  <option> lists + VALID_BG_THEMES) into a single SCENE_THEMES source the
  dropdowns and validator are generated from; sync points 4 -> 2.
- Update CLAUDE.md to document the backfill + reduced sync contract.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-26 11:05:31 +02:00
b70fde9b02 fix(player): new song no longer seeks to previous song's stop position (#595)
audio.currentTime does not reset synchronously when audio.src is cleared
— it only resets when audio.load() is called (later, in highway.js).
The jump-fix guard (setInterval ~line 8979) held lastAudioTime at the
old position and, once the new song started playing from t=0, saw a 30s+
jump and sought the new song to the previous position. If the new song
was shorter, song:ended fired immediately, showing the score screen.

Reset lastAudioTime = 0 in playSong() so the guard has no stale anchor.

Co-authored-by: Claude Sonnet 4.6 <noreply@anthropic.com>
2026-06-25 10:05:52 +02:00
4c3ec2ff66 feat(plugins): full-screen (immersive) plugin screens via manifest opt-in (#590)
DAW-style plugin UIs (e.g. a practice studio) need the whole viewport, not a
scrolling content page below the v3 topbar — embedded in the shell they get
cut off at the bottom with excess padding up top.

Add an opt-in top-level `"fullscreen": true` plugin.json field, surfaced as the
`fullscreen` boolean on /api/plugins (mirrors the settings_category plumbing in
plugins/__init__.py). When a fullscreen plugin's screen is active, static/v3/
shell.js toggles `html.fb-immersive` from syncActive() so it tracks every
navigation incl. deep-link; static/v3/v3.css then hides the topbar, collapses
the sidebar to a functional icon rail (kept reachable — Escape is bound only on
player/settings scopes, so a fully hidden sidebar would trap the user), and
lets the active plugin screen fill #v3-main. Mirrors the existing
ss-follower-pre chrome-hide pattern. Additive + opt-in: plugins without the
flag are unaffected.

Test: tests/test_plugins.py::test_fullscreen_flag_parsed_from_manifest


Claude-Session: https://claude.ai/code/session_01BmWopMsRjdZyD6RwmZAQBv

Signed-off-by: ChrisBeWithYou <christian.a.cowan@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-25 00:02:16 +02:00
8b4c9b0050 Fix list/tree view: select mode, parts visibility, song actions (#585)
* Fix list/tree view: select mode, parts visibility, song actions

Bring the v3 list/tree view to parity with the grid card:
- Select mode now renders a per-row checkbox + selected-ring, preserves
  expanded artist groups across re-render, and a capture-phase guard
  makes a row/chip click select the song instead of starting playback.
- Always-on favourite / save-for-later / overflow-menu cluster on each
  row, same actions as the grid card.

Rebuild static/tailwind.min.css so the new utilities are compiled in -
notably .sm:flex behind the arrangement chips' "hidden sm:flex" wrapper.
Without it the chips (and #582's badges) render display:none on the
Docker build, which serves the committed CSS; the desktop build looked
fine only because it rebuilds Tailwind from source at bundle time.

Signed-off-by: Sin <deathlysin@outlook.com>

* fix(v3): regenerate tailwind.min.css from source + add tree select tests + CHANGELOG

The committed tailwind.min.css was over-built: 135,578 bytes / 1,428
selectors, with 294 selectors (accent-amber-400, bg-cyan-500,
animate-spin, after:bg-gray-400, …) used in zero core source files —
bloat from a local build scanning outside the repo's content globs. It
would fail CI's rebuild-and-diff and violates the byte-stable rule in
scripts/build-tailwind.sh.

Regenerate via `scripts/build-tailwind.sh` (pinned tailwindcss@3.4.19):
111,491 bytes / 1,134 selectors, byte-identical to a clean rebuild,
still containing the .sm\:flex fix plus every new tree class
(ring-fb-primary, accent-fb-primary, pointer-events-none, …). Docker
chips now render and CI stays green.

Add tests/browser/v3-tree-select.spec.ts:
- select mode keeps expanded artist groups open across the tree
  re-render (fails without loadTree's openArtists capture/restore)
- clicking a row in select mode selects instead of playing

Record the fix under CHANGELOG [Unreleased] -> Fixed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: Sin <deathlysin@outlook.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:49:02 +02:00
82db8e56b1 chore(hotkeys): remove sloppak-convert library hotkey (#594)
* chore(hotkeys): remove sloppak-convert library hotkey

Removes the 'c' keyboard shortcut for converting library entries to
.sloppak. The shortcut was defined in two places:

- The no-op registerShortcut() entry that only existed to show in the
  ? help panel (the Sloppak Converter plugin handles conversion and
  can register its own shortcut via window.registerShortcut).
- The c dispatch in the library-entry keydown handler
  ({ c: 'button.sloppak-convert-btn', ... }) that triggered the
  plugin button.

* test+docs: update tests & CHANGELOG for removed `c` convert hotkey

The previous commit removed the `c` library hotkey but left three
assertions in tests/browser/keyboard-shortcuts.spec.ts that require it,
which fail deterministically (the two registry tests read window._panels
directly, independent of environment):
- should list all registered shortcuts (required {key:'c',scope:'library'})
- should have correct shortcut scopes (expected library::c)
- should show library shortcuts in help modal (Convert library entry / c)

Drop those assertions and record the removal under CHANGELOG
[Unreleased] -> Removed.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:24:31 +02:00
64801d5735 fix(player): Space bar play/pause when focus is on sidebar or rail buttons (#593)
* fix(player): Space bar play/pause when focus is on sidebar or rail buttons

When any <button> in the player rail (viz, audio, mixer, etc.), a sidebar
nav link, or a popover control has keyboard focus, pressing Space was
blocked by _shortcutDispatchBlocked → _isInsideInteractiveControl, which
returns true for BUTTON elements. The Space shortcut never reached the
shortcut dispatcher and togglePlay() was never called.

The fix extends the same carve-out pattern already used for the section
practice bar: when the player screen is active, Space is always dispatched
through the shortcut system. The shortcut handler's preventDefault() stops
the focused element from also activating, so this is not a double-trigger.

* test(player): cover Space play/pause carve-out + add CHANGELOG entry

Adds two Playwright regression tests for #593 in
tests/browser/keyboard-shortcuts.spec.ts:
- Space toggles play/pause when a player rail <button> has focus, and
  the focused button does NOT also activate (dispatcher preventDefault).
  Fails on base (Space blocked, played=0), passes with the carve-out.
- Space in a player-screen text input still types a space and never
  reaches play/pause (locks the _isTextInput exemption ordering).

Also records the fix under CHANGELOG [Unreleased] -> Fixed, per the
project workflow that every PR updates the changelog.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(player): don't override Space inside modal dialogs over the player

The player-screen Space carve-out keyed off the active *screen*, so it
also hijacked Space inside a true modal dialog layered over the player
(e.g. the keyboard-shortcuts help modal, edit modal): Space toggled
playback behind the modal and preventDefault blocked the modal's focused
control (Close) from activating — contradicting aria-modal semantics.

Narrow the carve-out to skip focus inside a modal
(role="dialog" aria-modal="true" or .feedBack-modal). Non-modal player
popovers/toasts (loop A/B, arrangement pin, role=dialog aria-modal=false)
are not dialogs and stay covered, so the original fix is unchanged for
the cases it targeted. Adds a Playwright regression test (Space inside a
modal reaches the modal's button, not play/pause) and updates the
CHANGELOG entry.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: byrongamatos <xasiklas@gmail.com>
Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 21:12:55 +02:00
d2569cc2a8 feat(achievements): wall sync drain worker + review fixes (epic PR3) (#592)
* feat(achievements): wall sync drain worker (epic PR3, client side)

Background dead-letter worker that POSTs queued Feat unlocks/removals to the
hosted feedback-achievements wall. Idle unless FEEDBACK_ACHIEVEMENTS_WALL_URL
is set; uses requests + the client-token header (mirrors lyrics_transcribe).

Dead-letter, never drop (pure engine.drain_decision):
  network err / 429 / 5xx -> keep pending (retry)
  other 4xx               -> dead_letter (diagnosable, replayable)
  2xx                     -> delete on server ack
remove-me enqueues a wall removal keyed by the reused player_hash.

Verified by an end-to-end staging round-trip (earn a Feat -> drains onto the
wall with name + short hash -> remove-me -> wall empties) with no IP in tables
or access logs. 42 plugin tests pass (test_sync.py adds the decision table +
ack/retry/dead-letter retention + four-field on-the-wire payload).

The hosted service lives in the new feedback-achievements repo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* fix(achievements): address local review findings (epic)

Bugs caught in the pre-merge review loop:

- secret_witching Feat was DEAD: post_activity wrote witching_nights_run to the
  DB before snapshotting prev_tiers, so diff_unlocks never saw the fresh unlock.
  Fold the run into the activity delta instead (same asymmetry chart_encore
  uses) so the 7th-night unlock is detected. +regression tests.
- chart_encore broke across restarts: per-chart counter keyed on abs(hash(str)),
  which Python salts per-process (PYTHONHASHSEED). Use a stable sha1 digest so
  the same chart accumulates across sessions. +regression test.
- Bounded the per-activity counter read: _read_counters no longer pulls the
  unbounded chart_plays:* rows (they're bumped/read individually).
- screen.js: gate note:hit/miss on an active-song flag so tuner/calibration note
  events can't inflate Feats or flush a phantom chart:null session.
- screen.js: P-III — prefix the plugin localStorage key (achievements:profile-cat).
- screen.js: extract the duplicated local-ISO-date helper.

45 plugin tests pass (3 new). Wall-side review fixes are in the
feedback-achievements repo.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

* feat(achievements): default the drain worker to the hosted wall

Point FEEDBACK_ACHIEVEMENTS_WALL_URL's default at the live got-feedback wall
(https://feedback-achievements.onrender.com) so the drain worker targets it out
of the box; still env-overridable for self-hosting/staging. Nothing publishes
unless the user opted in AND has a profile identity, so a default URL alone
sends nothing.

Tests disable the default (autouse fixture) so no test ever POSTs to production;
drain logic is covered via _drain_once() with an injected poster. 45 pass.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 17:01:48 +02:00
287c23a532 feat(achievements): opt-in, privacy controls & data-min gate (epic PR2) (#591)
Sharing earned Feats on the (forthcoming) public wall is strictly opt-in,
default OFF, with a binding data-minimization contract.

- Onboarding (static/v3/profile.js): a new opt-in step (now a 5-step wizard)
  after song-directory / before paths — publishes only display name + earned
  Feats, never songs/skills/scores; off by default.
- Settings (plugins/achievements/settings.html, System tab via
  settings.category): the same toggle + a "Remove me from the wall" button
  (POST remove-me — wipes local synced state offline + enqueues removal).
- Core (server.py): achievements_enabled (bool, default false) in
  _default_settings + /api/settings validation + _RESETTABLE_SETTINGS_KEYS;
  mirrored to localStorage in app.js loadSettings().
- Data-minimization gate: engine.build_wall_payload is the single explicit-dict
  serializer; key-set is EXACTLY {display_name, player_hash, achievement_id,
  unlocked_at}, achievement_id always a Feat id. Enqueue is gated on
  opted-in AND profile identity (reused player_hash); competency never
  enqueues (integration law).

Verified natively: settings round-trip + validation + remove-me; opted-in
activity enqueues exactly one 4-field Feat payload; Playwright confirms the
5-step wizard + opt-in card (default unchecked), zero console errors.
29 plugin tests + new settings tests pass.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 17:00:30 +02:00
05dd3d227a feat(achievements): local engine + tabbed Profile shell (epic PR1) (#587)
Adds the Achievements & Feats of Power local engine, fully offline.

Core (static/v3/profile.js): the Profile screen becomes tabbed exactly
like v3 Settings (.fb-tabbar/.fb-tab/.fb-tabpanel, active tab persisted in
localStorage 'v3-profile-tab'). A Profile (main) tab carries the existing
cards + a Feats trophy-shelf mount (#v3-profile-feats-slot, earned-only),
and an Achievements tab carries a plugin mount
(#v3-profile-achievements-mount) + empty-state note. A new
`v3:profile-rendered` event fires after every render so the plugin
re-injects (mirrors v3:settings-rendered).

New bundled plugin (plugins/achievements/): SQLite engine
(unlocks/counters/comp_ledger/sync_queue) with pure threshold/criterion
math in the testable sibling engine.py (P-V); routes activity/
report-unlock/report-criterion/catalog/earned/feats/remove-me. Feats read
activity counters only (batched song:ended POST; notes only when notedetect
present — graceful degradation); competency Achievements evaluate from
progression events only — the integration law, never crossed. Catalogue is
always shown (locked=greyed), grouped by the real progression paths
(Global/Guitar/Bass/Drums/Keys, auto-extending) with per-category earned
badges. Versioned window.feedBack.achievements registration API with the
__feedBackAchievementsPending load-order queue + achievements:ready event.

Verified natively (uvicorn) end-to-end + Playwright (tabbar, earned-only
Feats shelf, greyed catalogue, registration API, zero console errors);
24 plugin tests pass incl. the integration-law assertion.

Opt-in/privacy/data-min gate (PR2) and the hosted wall (PR3) follow.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-24 16:57:37 +02:00
873ee3d5f2 fix(onboarding): rename diagnostic sloppak to feedBack- so "Play it now" finds it (#586)
The slopsmith→feedBack rename updated the diagnostic constant in server.py
(_BUILTIN_DIAGNOSTIC_SOURCES), the build script, README, and the calibration
test to `feedBack-diagnostic-basic-guitar.sloppak`, but the committed data
file was never regenerated/renamed — it stayed `slopsmith-diagnostic-...`.

Result: _seed_builtin_diagnostic_sloppaks() finds no matching source, silently
skips seeding, and the onboarding "Play it now" button (profile.js step 4 →
window.playSong) loads a file that isn't in the library. The server replies
{"error":"File not found"} and highway.js surfaces it as a native
`Error: File not found` popup. Affects all platforms.

Pure file rename to match the (already-renamed) code; no logic change.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 23:38:22 +02:00
Sin d91995fec3 Revert "Fix list/tree view: select mode, parts visibility, song actions"
This reverts commit ac3c89493d.
2026-06-23 21:12:55 +01:00
Sin ac3c89493d Fix list/tree view: select mode, parts visibility, song actions
- Preserve expanded artist groups across re-renders (was collapsing
  all groups whenever select mode toggled)
- Add select checkbox + ring highlight to tree rows, matching grid
- Add capture-phase select guard on tree clicks so rows/chips toggle
  selection instead of falling through to play
- Always show favorite/save-for-later/overflow-menu buttons on tree
  rows instead of hover-only (matches grid card behaviour)
- Always show arrangement chips on tree rows (no longer hidden below
  the sm breakpoint)

Signed-off-by: Sin <deathlysin@outlook.com>
2026-06-23 21:02:27 +01:00
3b485fe62b feat(v3): tabbed, card-row settings page + per-plugin settings category (#584)
Replace the single long scrolling v3 settings screen with a horizontal tab
bar (Gameplay / Audio / Graphics / Keybinds / Progression / Mic / Plugins /
System) over card rows (icon + title + description, control on the right) with
a per-category Reset.

- static/v3/index.html: tab bar + card-row markup (ids keep hydrating through
  the unchanged app.js loadSettings()/persistSetting() path).
- static/v3/settings.js (new): tab switching + active-tab persistence
  (localStorage 'v3-settings-tab'), per-category reset, read-only Keybinds
  reference from window.getAllShortcuts().
- static/v3/v3.css: plain CSS, no Tailwind rebuild.
- Per-plugin settings tab: new optional settings.category in plugin.json →
  plugins/__init__.py surfaces settings_category; app.js mounts each plugin
  <details> into #plugin-settings-<category> (fallback: Plugins tab).
  highway_3d ships category: "graphics".
- New gameplay settings: countdown_before_song (wired end-to-end, default off);
  miss_penalty + fail_behavior (persist-only stubs); "Note highway speed"
  surfaces existing master_difficulty.
- New POST /api/settings/reset clears whitelisted keys back to defaults.

Tests: test_settings_api.py, test_plugins.py::test_settings_category_parsed_from_manifest,
tests/browser/settings-tabbed.spec.ts. 179 passed locally.

Ported from the pre-rename feat/v3-settings-tabbed WIP onto current main
(slopsmith→feedBack rename applied; settings-screen markup conflict resolved
in favour of the new tabbed layout — all prior setting ids preserved).

Closes #579

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:06:46 +02:00
f3a5cb9ed3 feat(sloppak): expose full-mix original_audio alongside stems (#583)
Lets a .sloppak ship the single pre-separation full mixdown next to its
per-instrument stems, so the player can use the pristine original when nothing
is isolated (demucs recombination is lossy) and switch to separated stems only
when a slider drops below unity.

- lib/sloppak.py::load_song parses the optional manifest `original_audio:` key
  into a new LoadedSloppak.original_audio field, with the same path-traversal
  guard + permissive "missing → disabled" posture as the drum_tab loader.
- The highway WS song_info frame additively carries original_audio_url (served
  by the existing /api/sloppak/{filename}/file/{rel_path} endpoint, None for
  stems-only packs), has_original_audio, and has_stems.
- A stem-less, full-mix-only sloppak now sets audio_url to the full mix (plays
  natively) instead of emitting audio_error.

Message shape stays a stable contract — all additions are purely additive.
Tests: tests/test_sloppak_original_audio_load.py (6 passing).

Closes #580

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:05:45 +02:00
db4a30085b feat(v3 library): clickable arrangement badges in tree view (#582)
The v3 library tree rows showed no arrangement badges, unlike the grid/card
view. Render the same clickable chips in tree rows so both views match, and
clicking a specific arrangement opens THAT arrangement in the highway.

Extract the grid's chip markup into a shared arrChipsHtml(song) (one
<button data-arr="<index>"> per arrangement, capped at 4) and use it in both
songCard and the tree row. No new wiring needed: wireCards() already binds
[data-arr] → playCard(song, index) → playSong(filename, index) for any
[data-fn] scope, and the arrangement index is preserved through
/api/library/artists. Chips are hidden on the narrowest viewports
(hidden sm:flex) so they don't crowd the dense single-line tree row.

Closes #581

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 18:05:41 +02:00
b123ab3258 fix(minigames): drain legacy slopsmith pending queue + alias SDK (#578)
After the slopsmith→feedBack rename (#537) the minigames SDK publishes
window.feedBackMinigames and only drains window.__feedBackMinigamesPending.
Minigame plugins that still use the pre-rename shim register against
window.slopsmithMinigames and queue to window.__slopsmithMinigamesPending
when the SDK isn't up yet, so their specs are stranded in the legacy queue
and never register. In v3, FeedBarcade renders those games as non-launchable
"Loading…" tiles that do nothing on click (the tile itself comes from the
server registry, so it appears even though the JS spec never registered).

Publish window.slopsmithMinigames as an alias and drain the legacy pending
queue too (register() is keyed on spec.id, so double-queued specs register
once). Also fire the legacy slopsmith-minigames-ready event. Bump the plugin
version so the desktop renderer cache-busts the updated screen.js.

This rescues every not-yet-migrated minigame plugin, including community
ones we don't control.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 16:30:00 +02:00
a43e7b13be fix(onboarding): calibration Tuner step no longer exposes the input-select overlay (#577)
Tester: "at the tune step, pressing the Tuner button starts a second wizard at
the input-select step."

Root cause is stacked full-screen overlays. During onboarding the input-setup
flow runs as #input-setup-overlay (z-210) on top of the onboarding modal
#v3-onboarding (z-200), and note_detect's Calibration Wizard (z-300) launches on
top of that. When the player opens the Tuner, that wizard minimizes itself to
transparent + pointer-events:none so the Tuner (z-1000) is usable — but the
input-setup overlay underneath, still showing its "select your input" card, then
shows through behind the floating tuner and reads as a second wizard.

Two targeted hides so only the active surface is visible:
- input_setup: hide #input-setup-overlay while launchCalibration runs; restore on
  its onDone/onCancel (one always fires on close), so the calibration wizard /
  tuner own the screen.
- onboarding runInputSetup: hide #v3-onboarding for the whole input-setup phase
  (its own overlay replaces it visually); restore in finally before advancing to
  the calibration-challenge step.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 12:51:59 +02:00
7399a2ac63 Edit region: Loop-in-3D round-trip between player and Song Editor (#575)
* Add "Edit region" + Loop-in-3D handoff between player and Song Editor

Wires the player half of the Editor ⇄ 3D Highway region round-trip
(editor half is in feedback-plugin-editor).

Highway → Editor:
- New "✎ Edit region" button in the loop controls (v2 and v3) opens the
  Song Editor scrolled to the active A–B loop — or, when none is set, the
  section under the playhead (or a short window around it).
- A "↩ Editor" button appears after a Loop-in-3D handoff to return to the
  exact edit position you came from.
- Both are hidden unless the editor plugin is loaded (typeof
  window.editSong) and gated by _updateEditRegionBtn.

Editor → Highway:
- A one-shot song:ready listener consumes window._pendingHighwayLoop set
  by the editor's "Loop in 3D" button — after playSong()'s own clearLoop()
  has run — arming setLoop(a,b) over the region and auto-starting playback.
  Filename-guarded so a cancelled handoff can't arm a stale loop on an
  unrelated song.

Reuses the existing A/B loop API; no new looping engine. Buttons added to
both static/index.html (v2) and static/v3/index.html (separate file —
v2 markup doesn't carry over), using already-scanned Tailwind classes.

New globals editRegionInEditor / returnToEditorFromHighway; helpers
_resolveEditRegion / _updateEditRegionBtn.

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
Signed-off-by: topkoa <topkoa@gmail.com>

* fix(loop-in-3d): use canonical window.feedBack namespace (post-#537)

The new song:ready loop-applier landed on the legacy window.slopsmith
alias because the branch predated the slopsmith->feedBack rename (#537).
Normalize it to window.feedBack like the rest of core; the alias would
have worked but leaves the lone slopsmith reference in the file.

Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>

---------

Signed-off-by: topkoa <topkoa@gmail.com>
Co-authored-by: Claude Opus 4.8 <noreply@anthropic.com>
Co-authored-by: byrongamatos <xasiklas@gmail.com>
2026-06-23 11:38:51 +02:00
7fb568c727 docs: correct plugin URL casing after the feedBack rename (#576)
Cosmetic follow-up to #537 (doc-only).

- Virtuoso: README + CHANGELOG used lowercase
  `got-feedback/feedback-plugin-virtuoso`; the canonical repo (like every
  other got-feedback repo) is capital-B `feedBack-plugin-virtuoso`. Brought
  it in line with the sibling rows.
- Community plugin references in CLAUDE.md, TODO.md, docs/, and the bundled
  tuner README were over-renamed to `feedBack-*` by the rename, but those
  repos are owned by community members who never renamed them
  (topkoa/stems+notedetect, OmikronApex/tuner, masc0t/update-manager).
  Restored their real `slopsmith-*` names. got-feedback's own `feedBack-*`
  references in the same files are left untouched.

Co-authored-by: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
2026-06-23 11:20:23 +02:00
90 changed files with 12296 additions and 366 deletions
+6
View File
@@ -21,9 +21,15 @@ plugins/*/
# treats them identically to user-installed ones) but are bundled with
# the default container image and marked `"bundled": true` in their
# manifest. Add new core plugins as `!plugins/<id>/` exceptions.
!plugins/achievements/
!plugins/achievements/**
plugins/achievements/__pycache__/
!plugins/highway_3d/
!plugins/highway_3d/**
plugins/highway_3d/__pycache__/
!plugins/folder_library/
!plugins/folder_library/**
plugins/folder_library/__pycache__/
!plugins/app_tour_library/
!plugins/app_tour_library/**
!plugins/app_tour_settings/
+26 -1
View File
@@ -8,6 +8,17 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
## [Unreleased]
### Added
- **Playlists get content-dependent covers + custom art.** Playlist cards were a tiny `🎵` emoji on an empty square. Now a playlist's cover reflects its contents: **empty → the icon**, **a few songs → the first song's album art**, **4+ songs → a 2×2 art mosaic**. You can also **upload a custom cover** (a "Cover" button in the playlist detail view → image picker; "Remove cover" reverts to the content view). `MetadataDB.list_playlists()` now returns each playlist's first few song `art_urls`; `GET /api/playlists` and `GET /api/playlists/{id}` add `cover_url` when a custom cover exists. New routes `POST` / `GET` / `DELETE /api/playlists/{id}/cover` store a small PNG thumbnail under `CONFIG_DIR/playlist_covers/` (PIL-converted, like song-art upload); the cover is removed with the playlist. Frontend: `playlistCoverHtml(p)` in `static/v3/playlists.js`. Tests: `tests/test_playlists_api.py` (art_urls + cover roundtrip / reject-non-image / delete-cleanup), `tests/js/v3_playlist_cover.test.js`.
- **v3 Songs: "Add to playlist" is now on each song's ⋮ "More" menu.** Previously a song could only be added to a playlist through select-mode (the checkbox → batch bar). The per-card overflow menu now has an **Add to playlist** row that targets that one song, reusing the same picker (choose a listed number or type a new name to create it). The select-mode batch flow and the single-song menu now share one extracted `addFilenamesToPlaylist(filenames)` helper in `static/v3/songs.js` (both grid and tree rows, since they share `openCardMenu`). Tests: `tests/js/v3_add_to_playlist_menu.test.js`.
- **Resume where you left off — leaving a song now snapshots your place so an exit is recoverable, not a restart-from-zero.** Exiting the player (`showScreen()` teardown, before audio unload) writes `{song, arrangement, position, speed}` to `localStorage` (`feedBack.resumeSession`), and a non-blocking **"Resume practice"** pill offers it back on the next non-player screen (and on the next app launch). Clicking Resume re-enters the song, restores the arrangement + playback speed, and seeks to the saved position via the existing `_audioSeek` funnel; `playSong()` gains a `{ resume: {position, speed} }` option that arms a `song:ready`-consumed restore instead of the normal autostart, so the two never fight over playback. The snapshot is deliberately conservative — ignored for a song you barely started (< 3s) or had basically finished (within 5s of the end), cleared on natural song-end and once consumed, and expired after 24h. The pill is self-contained (inline-styled, body-appended, works identically in the classic and v3 shells with no Tailwind rebuild), never blocks, and a dismiss forgets the current snapshot for the session. This pairs with the Escape focus fix: now that Escape reliably leaves regardless of focus, an *accidental* exit is one tap to undo. Public surface: `window.resumeLastSession()` / `window.feedBack.resumeLastSession`. (The broader nav-state work — returning to a song after wandering into Settings → Tone Builder — is a separate, larger track; this lands the player-session slice.) Tests: `tests/browser/resume-session.spec.ts` (snapshot guards, staleness, pill show/hide/dismiss, resume consumption).
- **Optional "Ask before leaving a song" confirm (Gameplay tab, default OFF).** A new client-only toggle (`confirmExitSong` in `localStorage`, in the v3 Gameplay settings + the Gameplay "Reset" set) for players who want a guard against an accidental exit. **Off by default — Escape leaves instantly, zero change for everyone else.** When on, a *user-initiated* exit (the player-scope Escape shortcut, or the player's ✕) opens a small true-modal confirm instead of leaving; auto-exit on song-end and a results screen's own Close are unaffected (they call `closeCurrentSong()` directly, which stays the unguarded actual-exit). The confirm honors the team's refined asks: **opening it pauses the song** (so it isn't running or being scored behind the prompt) and **Stay resumes exactly what was paused**; **Escape = Stay** — the dialog's capture-phase handler *dismisses* it (now consistent with every other modal and the generic `_confirmDialog`'s Esc=cancel), so a second Escape returns you to the (resumed) song rather than leaving; **Space/Enter (or click) Leave** by natively activating the default-focused "Leave" button ("just get me out"). Pause/resume run through the canonical `togglePlay()` path (HTML5 + `_juceMode`), guarded so a count-in, an already-paused song, or a teardown/seek/end behind the modal can't mis-resume. It's a real modal (`role="dialog" aria-modal="true"` / `.feedBack-modal`) with **Tab trapped inside it** and a **backdrop click that also Stays**, so the Escape/Space focus carve-outs treat it as a trap and don't fire player-back / play-pause behind it. The player Escape shortcut and the v3 ✕ route through a shared `window.requestExitSong()` gate (the ✕ also becomes origin-aware, matching Escape). Tests: `tests/browser/exit-confirm.spec.ts` (default-off instant exit, confirm-on opens + stays, second-Escape stays, backdrop stays, Stay/Leave, Enter-leaves); the audio pause/resume is verified manually on web + desktop (the mock song has no backing track).
- **Folder Library — a bundled core plugin (`plugins/folder_library/`) that browses the DLC library by its on-disk folder tree.** Surfaces top-level folders → subfolders → songs (root-level songs land in `(Unsorted)`), with in-app folder management (create / rename / delete nested folders), song moves via dialog or drag-and-drop, and sort/filter that mirrors the host library's filter state. Wired into both the classic (v2) library toolbar and the v3 Songs page as a third **Folders** view alongside grid/tree; the plugin's `screen.js` is loaded once by the host and reused (idempotent IIFEs). Supersedes the former standalone "Folder Organizer" community plugin (removed from the README list). Backend (`routes.py`) registers `/api/plugins/folder_library/{tree,folder/create,folder/rename,folder/delete,song/move}`; **all filesystem mutations are confined to `DLC_DIR` and validated against path traversal** (per-segment name validation plus a resolved-containment check on `song/move`), and folder deletion relocates every song — de-duplicating colliding names — so a name clash never destroys a song. A two-level cache keeps re-opening folders fast. Tests: `tests/plugins/folder_library/test_routes.py` (path-safety helpers + move-traversal and delete-no-data-loss end-to-end).
- **Full-screen (immersive) plugin screens — opt-in via `"fullscreen": true` in `plugin.json`.** DAW-style plugin UIs (e.g. a practice studio) need the whole viewport, not a scrolling content page below the topbar — embedded in the v3 shell they get cut off at the bottom with dead space up top. A plugin can now declare a top-level `"fullscreen": true`; `plugins/__init__.py` surfaces it as the `fullscreen` boolean on `/api/plugins` (mirroring the `settings_category` plumbing). When such a plugin's screen is active, `static/v3/shell.js` toggles `html.fb-immersive` from `syncActive()` (so it tracks every navigation incl. deep-link), and `static/v3/v3.css` hides the topbar, collapses the sidebar to a functional **icon rail** (kept reachable — Escape is bound only on player/settings scopes, so a fully-hidden sidebar would trap the user), and lets the active plugin screen fill `#v3-main`. Mirrors the existing `ss-follower-pre` chrome-hide pattern. Additive + opt-in: plugins without the flag are unaffected. Tests: `tests/test_plugins.py::test_fullscreen_flag_parsed_from_manifest`.
- **Achievements wall sync — background drain worker (epic PR3, client side).** The bundled `achievements` plugin gains a dead-letter sync worker that POSTs queued Feat unlocks (and removals) to the hosted **feedback-achievements** wall service (separate repo). Idle unless a wall URL is configured (`FEEDBACK_ACHIEVEMENTS_WALL_URL`); uses `requests` with the baked-in client-token header, mirroring `lib/lyrics_transcribe`'s outbound pattern (explicit timeout, no raise on non-2xx). **Dead-letter, never drop** (pure `engine.drain_decision`): network error / `429` / `5xx` → keep `pending` (retry); other `4xx``dead_letter` (diagnosable, replayable); `2xx` → delete on server ack. A row leaves the queue only on ack or a user opt-out. `remove-me` now enqueues a wall removal keyed by the reused `player_hash`. Verified by an end-to-end staging round-trip (earn a Feat → drains onto the wall with name + short hash → `remove-me` → wall empties) with **no IP** in tables or access logs. Tests: `tests/plugins/achievements/test_sync.py` (decision table + ack/retry/dead-letter retention + four-field payload on the wire). The hosted service itself (FastAPI + SQLite-on-disk, Feats-only, hidden-until-first-global-unlock, profanity filter, in-memory rate limit, Render blueprint, migration tool) lives in the new `feedback-achievements` repo.
- **Achievements wall — opt-in, privacy controls & data-minimization gate (epic PR2).** Sharing earned **Feats** on the (forthcoming) public wall is strictly opt-in. A new **onboarding step** (`static/v3/profile.js`, inserted after song-directory / before instrument paths — the wizard is now five steps) presents a plain-language card: it publishes only your display name and the Feats you earn, never songs/skills/scores, and is **off by default**. The bundled plugin's Settings panel (`plugins/achievements/settings.html`, mounted under the **System** tab via `settings.category`) carries the same toggle plus a **"Remove me from the wall"** button (`POST /api/plugins/achievements/remove-me` — wipes local synced state offline + enqueues a wall removal). Core adds `achievements_enabled` (bool, default `false`) to `_default_settings()` + the `/api/settings` validation block + `_RESETTABLE_SETTINGS_KEYS` in `server.py`, mirrored to `localStorage` in `app.js loadSettings()`. **Data-minimization contract (binding, code-enforced):** every outbound payload is built by a single explicit-dict serializer (`engine.build_wall_payload`, never `dict(row)`/`**model`) whose key-set is **exactly** `{display_name, player_hash, achievement_id, unlocked_at}` with `achievement_id` always a **Feat** id — a unit test asserts the four-field set and goes red on a fifth. Enqueue is doubly gated: it happens only when opted-in **and** a profile identity (name + the reused `player_hash`) exists; **competency unlocks never enqueue** (integration law). Tests: `tests/plugins/achievements/test_datamin.py` (key-set, opt-out/identity/competency gating) + `tests/test_settings_api.py` (flag persists/validates/resettable).
- **Achievements & Feats of Power — local engine + tabbed Profile (epic PR1).** The Profile screen (`static/v3/profile.js`) becomes **tabbed** exactly like the v3 Settings page (`.fb-tabbar` / `.fb-tab[data-tab]` / `.fb-tabpanel[data-tab]`, active-tab persisted in `localStorage 'v3-profile-tab'`): a **Profile** (main) tab carrying the existing header + best-scores cards plus a new **Feats of Power** trophy shelf mount (`#v3-profile-feats-slot`, earned-only / hidden-until-earned), and an **Achievements** tab with a plugin mount (`#v3-profile-achievements-mount`) + `[data-empty-for]` empty note. Core dispatches a new **`v3:profile-rendered`** event after every render (mirrors `v3:settings-rendered`) so the plugin re-injects on each profile entry. A new bundled **`plugins/achievements/`** plugin owns the engine: SQLite under `<config_dir>/achievements/achievements.db` (`unlocks` / `counters` / `comp_ledger` / `sync_queue`), pure threshold/criterion math in the testable sibling `engine.py` (P-V), and routes under `/api/plugins/achievements/` (`activity`, `report-unlock`, `report-criterion`, `catalog`, `earned`, `feats`, `remove-me`). **Two surfaces, one engine, structurally separated (integration law):** **Feats** (activity/volume — Note Hunter, Marathon, Untouchable, Road Warrior, Time Served, Encore, two 🥚 secrets) read activity counters only, evaluated from a batched `song:ended` activity POST (notes only when **notedetect** is present — graceful degradation, no fake progress); **competency Achievements** (baseline: First Steps / Ascendant / Steady Hands / Renaissance + per-instrument Apprentice·Journeyman·Master / Personal Best / Challenger) are evaluated from **progression events only** and never re-derived from activity. The Achievements catalogue is always shown (locked = greyed), grouped by a secondary pill row over the **real progression paths** (Global / Guitar / Bass / Drums / Keys — auto-extends to new paths) with a per-category "X / Y earned" badge, defaulting to the player's primary path. Source plugins contribute their own competency defs and report unlocks through a versioned **`window.feedBack.achievements`** API (`register`/`registerAll`/`unlock`/`progress`), load-order-safe via the `window.__feedBackAchievementsPending` queue + an `achievements:ready` event (minigames pending-queue pattern); an absent source contributes nothing (no dead greyed rows). Opt-in publishing to a hosted Feats wall, the Settings privacy toggle, and the data-minimization gate land in epic PR2/PR3. Tests: `tests/plugins/achievements/test_engine.py` + `test_routes.py` (incl. the integration-law assertion that a competency unlock never reaches the Feats shelf).
- **v3 settings page redesigned as a tabbed, card-row layout.** The single long scrolling settings screen becomes a horizontal tab bar (Gameplay / Audio / Graphics / Keybinds / Progression / Mic / Plugins / System) over card rows — each a leading icon + title + description with the control (toggle/dropdown/slider) on the right, plus a per-category "Reset" action. The markup lives in `static/v3/index.html` (so existing element ids keep hydrating through the unchanged `app.js` `loadSettings()`/`persistSetting()` path); a new `static/v3/settings.js` owns tab switching + active-tab persistence (`localStorage 'v3-settings-tab'`), the per-category reset, and a read-only **Keybinds** reference built from the live shortcut registry (`window.getAllShortcuts()`); styling is plain CSS in `static/v3/v3.css` (no Tailwind rebuild). **Plugins choose their settings tab** via a new optional `settings.category` field in `plugin.json` (`plugins/__init__.py` surfaces it as `settings_category`; `app.js` mounts each plugin's `<details>` panel into `#plugin-settings-<category>`, falling back to the generic Plugins tab) — `highway_3d` ships `category: "graphics"`; the out-of-repo notedetect/progression plugins should declare `"mic"` / `"progression"`. **New gameplay settings:** **Countdown before song** (a four-beat count-in before playback, wired end-to-end via the existing count-in engine + the song-start autostart path; key `countdown_before_song`, default off); **Miss penalty** (`miss_penalty`) and **Fail behavior** (`fail_behavior`) are persisted now but not yet consumed by scoring (shown with a "Not yet active" badge). "Note highway speed" surfaces the existing `master_difficulty` and stays in sync with the player-popover difficulty slider. New `POST /api/settings/reset` clears chosen keys back to defaults. Tests: `tests/test_settings_api.py` (new keys + reset), `tests/test_plugins.py::test_settings_category_parsed_from_manifest`, `tests/browser/settings-tabbed.spec.ts`.
- **Full-mix audio exposed alongside stems for the stem mixer's auto-switch.** `lib/sloppak.py::load_song` now parses the optional manifest `original_audio:` key (the single pre-separation mixdown, e.g. `original/full.ogg`) into a new `LoadedSloppak.original_audio` field, with the same path-traversal guard and permissive "missing → disabled" posture as the `drum_tab` loader. The highway WS `song_info` frame additively carries three new fields next to `stems`: `original_audio_url` (served by the existing `/api/sloppak/{filename}/file/{rel_path}` endpoint, `None` when the pack ships stems only), `has_original_audio`, and `has_stems` (mirroring the `has_drum_tab`/`has_keys` flag convention). The stems plugin consumes `original_audio_url` to play the untouched single file while every stem slider is at unity and switch to the separate stems the moment one drops below 100%. **Migration notes:** the `song_info` message shape is a stable contract — these are purely additive; all existing fields are unchanged. `audio_url` still points at stem[0] when stems exist (it is only the degraded native fallback); the one behavioural change is that a stem-less, full-mix-only sloppak now sets `audio_url` to the full mix instead of emitting `audio_error`, so it plays natively.
- **Autoplay & auto-exit — a global "click it, it plays; finish, you're back at the menu" option (default ON).** New single Settings toggle (`autoplayExit` in `localStorage`, surfaced in both the v3 and classic settings screens; absence of the key = enabled) that closes the friction at both ends of the play loop. **Autoplay:** `playSong()` previously loaded a chart paused, requiring a Play press; a one-shot flag armed per fresh load is now consumed by the next `song:ready` (highway.js) to auto-start via the existing `togglePlay()` path (HTML5 + `_juceMode` + count-in). Arrangement switches / seeks reuse the same `song:ready` event but never arm the flag, so they don't auto-restart. **Auto-exit:** on `song:ended`, core returns to the launching menu after a short grace delay — unless a visible full-screen results/dialog overlay is on top (detected via `[role=dialog][aria-modal]` / `.fixed.inset-0` with a `getClientRects()` visibility test that works for `position:fixed`), in which case the return is deferred so that score screen's own Close button (calling `window.closeCurrentSong()`) drives the exit. A plugin can also defer explicitly via the new `window.feedBack.holdAutoExit()` (called synchronously from its own `song:ended` handler — core's listener runs first). Both paths mean **no external plugin PR is required** for a results screen to be respected. **Context-aware destination:** the player's remembered origin (`_playerOriginScreen`) now honours any real launch screen instead of clamping to library/home/favorites, and a one-shot `window.feedBack.setReturnScreen(id)` override lets the lessons catalog (`static/v3/lessons.js`) send a finished lesson back to the lessons screen — not the song library — even though the external tutorials plugin owns the `playSong` call. Also exposes a read-only `window.feedBack.autoplayExit` getter for plugins. Songs and lessons share the same `playSong` → highway path, so both inherit the behaviour. Core-only (`static/app.js`, `static/v3/lessons.js`, both `index.html`s); the end-of-song score screen itself remains a plugin. Optional polish (not required — the overlay heuristic already covers it): external scoring/note-detection plugins (e.g. SlopScale) may call `holdAutoExit()` + `closeCurrentSong()` for an exact, heuristic-free handoff.
- **"Song Editor" promoted to a first-class v3 sidebar item.** The editor
plugin (`id: editor`) now gets its own dedicated sidebar entry — under the
@@ -29,6 +40,16 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **v3 library: exact artist/album filters + scroll/page-depth restore** (feedBack#857). The v3 Songs toolbar gains Artist and Album dropdowns (Album populates from the selected artist and stays disabled until one is chosen), backed by new exact, case-insensitive (`COLLATE NOCASE`) `artist` / `album` query params threaded through `MetadataDB._build_where``query_page` / `query_artists` / `query_stats` and the `/api/library`, `/api/library/artists`, `/api/library/stats` endpoints (the free-text `q` search stays fuzzy and composes with the exact filters). The artist/album catalog is fetched independently of the active artist/album selection so the dropdowns always list the full set for the current provider/search. The toolbar is now sticky so filter controls stay reachable when browsing deep libraries, and returning from the player restores the previous scroll position **and** the loaded infinite-scroll page depth via a `sessionStorage` snapshot keyed by a filter/sort/view state hash (invalidated whenever those change, so a filter change still resets to the top). Tests: `tests/test_library_filters.py` (backend artist/album filters), `tests/js/v3_songs_scroll.test.js` (state-hash + snapshot helpers).
### Fixed
- **Input-setup wizard no longer collapses an audio device's driver-type variants into one entry.** On Windows the desktop engine enumerates the same interface once per host API (ASIO / Windows Audio / DirectSound), and the wizard's audio picker (`plugins/input_setup/screen.js`) de-duped the source list by display **label** — so the variants (which share a name) collapsed to a single choice, silently keeping whichever sorted first (often *not* the low-latency ASIO one the player wants). The audio-input capability already collapses true duplicates by `logicalSourceKey` (`_visibleInputSources` in `static/capabilities/audio-session.js`), and the variants each have a **distinct** key, so the wizard's extra label-collapse was redundant for real dupes and destructive for these — it also could drop the variant that was actually `selected`. Removed it; the picker now lists every selectable input. Pairs with feedBack-desktop's change to label each source with its driver type (e.g. "Focusrite (ASIO)") so the now-distinct entries are legible.
- **v3 Songs grid now refreshes after a Settings rescan / DLC-folder change — no app restart needed.** On a fresh install, pointing at a DLC folder in Settings and running a scan left the Songs section empty until a restart (the scan *did* populate the library — `_background_scan` re-reads `config.json` fresh — but the v3 grid never reloaded). The Settings **Rescan / Full Rescan** handlers only refreshed the classic (v2) library via `loadLibrary()`; the v3 grid (`static/v3/songs.js`) had no listener for a scan it didn't start itself (only its own upload path self-refreshed via `watchUploadScan`), so its cached, pre-DLC (empty) DOM/snapshot survived a sidebar return until a full reload. The rescan handlers now emit a **`library:changed`** event (`static/app.js`); the v3 grid listens and **reloads if it's the active screen, else marks itself dirty** so the next entry does a full re-fetch instead of restoring the stale snapshot (a `_libraryDirty` short-circuit ahead of every cached-DOM fast-path in `onV3SongsScreenEnter`). Tests: `tests/js/v3_library_refresh.test.js` (the emit + the reload/dirty wiring).
- **Edit Metadata modal: the Year is now editable.** You could set a year when authoring a pak but the Songs → Edit Metadata modal had no Year field, so it could never be changed afterward. The backend (`POST /api/song/<f>/meta`) already accepted and normalized `year` (writes it into the file via `songmeta`, survives a rescan) — only the UI omitted it. Added a **Year** input to `openEditModal()` (populated from the song's existing year) and included `year` in `saveEditModal()`'s POST body (`static/app.js`). Both the v3 card menu and the legacy edit button already pass the year through, so both surfaces get the field.
- **Edit Metadata modal no longer closes when a click-drag is released on the backdrop.** Selecting text inside a field and releasing the mouse past the modal's edge dismissed the form without warning (the `click` event's target resolved to the backdrop), discarding the edit. Backdrop dismissal now requires the **mousedown to have started on the backdrop** too — tracked per-modal and decided by a new pure `_editModalShouldClose(clickTarget, modalEl, downOnBackdrop)` helper (`static/app.js`). Cancel / ✕ still close on a normal click. Tests: `tests/js/edit_metadata_modal.test.js` (year in the POST body + the backdrop-close decision table).
- **Built-in diagnostic sloppak rebranded "Slopsmith" → "FeedBack" in the song name.** PR #586 renamed the file to `feedBack-diagnostic-basic-guitar.sloppak` but never regenerated the archive, so the manifest inside still carried `title: Slopsmith Diagnostic — Basic Guitar` / `artist: Slopsmith` (and the same heading in `DIAGNOSTIC.md`) — the stale name testers saw in the library/player and the onboarding calibration step, even though the build script, server, and docs all already say "FeedBack Diagnostic — Basic Guitar". Regenerated `docs/diagnostics/feedBack-diagnostic-basic-guitar.sloppak` from `docs/diagnostics/build_diagnostic_basic_guitar.py` so the committed artifact matches its source generator (title/artist/heading now "FeedBack"; chart, stem, and `diagnostic:` metadata unchanged). No code change — the rename in #586 just needed the rebuild.
- **v3 song/lesson accuracy badges now refresh on the first return from a song — no restart needed.** PR #574 added a `stats:recorded` → in-place badge repaint, but the repaint never matched a card. The event (like `song:loading`) carries the filename **`encodeURIComponent`'d** — exactly as `playCard` hands it to `playSong` (the highway WS `decodeURIComponent`s it back) — whereas library cards key on the **decoded** `localFilename` (`data-fn`), and `/api/stats/best` is server-canonicalized to that same decoded key (`server.py` `_canonical_song_filename`). So `repaintAccuracy`'s `data-fn !== key` check rejected every card and `state.accuracy[encoded]` was `undefined`, leaving the just-earned badge stale until a full `render()` (app restart / search / re-enter the screen) — which is why it "came back after a restart." `static/v3/songs.js` now decodes the `stats:recorded` filename back into the card / `state.accuracy` key space via a small `decFn` helper before marking dirty and repainting (idempotent for already-decoded names; falls back to the original on malformed input so a real filename containing a literal `%` is never corrupted), so both the immediate repaint and the `onV3SongsScreenEnter` deferred path land on the right card. Tests: `tests/js/v3_songs_score_badge_refresh.test.js`.
- **Escape now exits a song (and leaves Settings) even when a transport/rail control button holds keyboard focus.** Clicking a player control (Play / FF / RW / Restart) left that `<button>` focused, and `_shortcutDispatchBlocked()` in `static/app.js` treats any focused `INPUT/SELECT/TEXTAREA/BUTTON` as an "interactive control" and bails before the shortcut registry runs — so the player-scope `Escape → Back` shortcut never fired until the user clicked empty canvas to blur the control ("Escape in song not consistent"). Space already had a player-screen carve-out (#593) that let it fire through a focused control; Escape did not. Generalized that carve-out to Escape, scoped to the player **and** settings screens (both register an `Escape = Back` shortcut, and settings had the identical latent bug). The earlier guards are preserved and still win: text inputs are exempted first (Escape there clears/blurs the field), the Section Practice popover already claims Escape before the carve-out, and a true modal layered over the screen (`[role="dialog"][aria-modal="true"]` / `.feedBack-modal`) still traps Escape so it closes the modal rather than ejecting past it. Escape becomes a reliable, focus-independent "Back" — making it monotonic groundwork for an optional exit-confirm. Plugins that register a player-scope `Escape` shortcut benefit identically (they were broken the same way). Tests: `tests/browser/keyboard-shortcuts.spec.ts` (focused-button repro, text-input no-exit, no-escape-past-modal, Section Practice popover, settings twin-bug).
- **The v3 "Up Next" pill can now be turned off — new "Show 'Up Next'" gameplay toggle (default ON).** The v0.3.0 player chrome's persistent upcoming-section pill (`#v3-upnext`, drawn by `static/v3/player-chrome.js`'s `updateUpNext()`) shipped with no off switch, so it always showed during playback whenever a section was upcoming — overlapping the top-right FPS HUD and ignoring the 3D-highway "Show 'Up Next' section card" checkbox (a *different*, in-canvas widget that was demoted to default-off precisely because this pill is the canonical readout). Users reading the pill as the same setting saw "disabled in settings but still there." Adds a real core toggle following the `autoplayExit` idiom: a client-only `showUpNext` `localStorage` pref (absence = enabled), a **Show "Up Next"** switch in the Gameplay settings tab (`static/v3/index.html`), reader/writer + `loadSettings()` hydration + a read-only `window.feedBack.showUpNext` getter in `static/app.js`, and a gate at the top of `updateUpNext()` that hides the pill when off. Disabling mid-playback hides it immediately; re-enabling re-shows it on the next chrome tick (~6 Hz). Added to `RESET_MAP.gameplay.local` in `static/v3/settings.js` so the Gameplay "Reset" restores the default-on state. Default ON = zero change for existing users. No Tailwind rebuild (plain markup + existing classes).
- **v3 list/tree view brought to parity with the grid: select mode, parts chips, and song actions — plus a stale-CSS Docker fix.** Re-lands a previously-reverted change. **Frontend (`static/v3/songs.js`):** entering select mode no longer collapses the tree — `loadTree()` now captures the expanded artist groups (`details[open]` keyed by `data-artist`) before the "Loading…" wipe and restores them on rebuild, so toggling select mode (which re-renders via `reload()`) keeps groups open and selection usable; tree rows gain a display-only checkbox + selection ring, the same fav / save-for-later / overflow-menu cluster as the grid card (always shown, all bound by `wireCards()`), and a capture-phase select guard mirroring the grid so clicking a row or arrangement chip in select mode selects instead of playing (`<summary>` headers sit outside `[data-fn]`, so native expand/collapse is untouched). **Docker fix (`static/tailwind.min.css`):** the committed Tailwind stylesheet was stale — `.sm\:flex` (and the other utilities behind #582's `hidden sm:flex` arrangement chips and the new action cluster) were never compiled in, so they rendered `display:none` on the Docker build (which serves the committed CSS as-is; Desktop rebuilds from source so it looked fine). Regenerated with the pinned `tailwindcss@3.4.19` via `scripts/build-tailwind.sh` so Docker matches Desktop and #582's chips render on every Docker deploy. Regression tests: `tests/browser/v3-tree-select.spec.ts`.
- **Space bar now plays/pauses on the player screen even when a sidebar nav link or rail button has focus.** When any `<button>` in the player rail (viz, audio, mixer, lyrics, plugins, advanced), a sidebar nav link, or a popover control held keyboard focus, pressing Space was swallowed by `_shortcutDispatchBlocked``_isInsideInteractiveControl` (which treats `BUTTON`/`A` as interactive), so the Space shortcut never reached the dispatcher and `togglePlay()` never ran. `_shortcutDispatchBlocked` (`static/app.js`) now extends the same carve-out already used for the Section Practice bar: while the player screen is active, Space is always routed through the shortcut system — the dispatcher calls `e.preventDefault()` before invoking the handler, so the focused element does not also activate. Text inputs (`_isTextInput`) remain exempted first, so typing space in a search/input field still works normally, and focus inside a true modal dialog (`role="dialog" aria-modal="true"` / `.feedBack-modal`) layered over the player is also exempted so Space reaches the modal's focused control (e.g. its Close button) instead of toggling playback behind it — non-modal player popovers/toasts (loop A/B, arrangement pin) stay covered. Regression tests in `tests/browser/keyboard-shortcuts.spec.ts` cover the focused-rail-button play/pause, the text-input exemption, and the modal-dialog exemption.
- **A song's accuracy badge now updates on its library card right after you play it — no restart needed.** The v3 library (`static/v3/songs.js`) loaded the best-accuracy map (`/api/stats/best`) once into `state.accuracy` at render time and only ever refreshed it on a full re-render; the play→return flow takes the screen-entry fast-path that restores the cached grid DOM without re-fetching, so a just-earned score stayed invisible until the next restart re-ran `render()`. The `stats-recorder` now emits a `stats:recorded` event (carrying `filename`/`arrangement`) once the scored `POST /api/stats` resolves on the server — the correct moment, since `song:stop` fires before the POST completes. `songs.js` listens: if the library is the active screen it re-fetches `/api/stats/best` and patches the affected card/row badge in place; otherwise it marks the filename dirty and `onV3SongsScreenEnter` applies it on return (a failed fetch keeps the entry dirty to retry). Badge markup was factored into a shared `accuracyBadge(filename, variant)` (grid pill + tree-row percentage, both tagged `.fb-acc-badge`) so the in-place `repaintAccuracy` can find and replace them without a full list re-render (scroll/pagination preserved). The old empty `song:stop` "refresh lazily next render" placeholder is replaced.
- **Changing Settings → 3D Highway → Fret spacing no longer ejects you to the home screen.** The `highway_3d` plugin's `h3dSetFretSpacing` was the lone 3D-highway setting that called `location.reload()` to apply — and since the SPA boots with `#home` as the active screen (`index.html` `.screen.active`), the reload dropped the user out of Settings onto the homescreen. It now applies live like every other 3D-highway setting: it rebinds the module-scope `_h3dFretUniform` flag (so panels mounted later this session pick up the new mode), recomputes the two `fretX`-derived scalars that were baked at init (`_fretLabelScaleRefW` for fret-label sprite scaling, `FRET_WIDTH_MID` for camera hysteresis), and broadcasts a `fretSpacing` change over the existing `_bgEmitChange` pub-sub so every mounted panel rebuilds its board via `buildBoard()`. Per-frame note geometry already reads `fretX` live and needs no rebuild. No page reload, so the Settings screen stays put. Source-level regression tests in `tests/js/highway_3d_fret_spacing.test.js` now pin the no-reload / live-rebuild behavior.
- **v3 library scroll-restore no longer breaks the classic v2 UI or drops off-screen searches** (feedBack#857). Two regressions in the scroll-restore work above: (1) `playSong` remapped `home`-launched songs to return to the `#v3-songs` screen unconditionally, but `static/app.js` is shared with the v2 UI (served at `/v2` / `FEEDBACK_UI=v2`) where that screen does not exist — Esc-from-player then called `showScreen('v3-songs')`, which threw on the missing element and stranded the user on a blank screen with playback still running; the remap now applies only when `#v3-songs` is present. (2) The Songs screen-entry fast-path skips reloading to preserve scroll, but the global topbar search routed through it, so once Songs had been visited, searching from another screen navigated there without applying the new query; the screen now tracks the state hash each fetch reflects and refetches when it has drifted, keeping the scroll-preserving no-op only when nothing changed.
@@ -36,11 +57,15 @@ and this project adheres to [Semantic Versioning](https://semver.org/spec/v2.0.0
- **Screensaver no longer kicks in during windowed-mode playback** (#686). While a song is playing, `static/app.js` now holds a [Screen Wake Lock](https://developer.mozilla.org/en-US/docs/Web/API/Screen_Wake_Lock_API) (`navigator.wakeLock.request('screen')`) so the OS display/screensaver stays awake even though only audio + the highway animation are active and the keyboard/mouse are idle. The lock is acquired on `song:play`/`song:resume` and released on `song:pause`/`song:ended`/`song:stop` (kept only while actually playing), and re-acquired on `visibilitychange` when the tab refocuses (the API auto-releases a lock whenever the page is hidden). Both the HTML5 `<audio>` and JUCE desktop playback paths emit the same `song:*` events, so the fix covers both. In feedBack-desktop (Electron), where `navigator.wakeLock` is unreliable, it also drives a native `powerSaveBlocker` bridge via the optional `window.feedBackDesktop.power.setScreenAwake` hook when present; both calls degrade silently where unsupported. Note: the browser Wake Lock API is secure-context only, so in a plain browser this is active on `localhost` / HTTPS only — a session opened over plain HTTP to a LAN IP (e.g. `http://192.168.1.100:8000`) won't keep the screen awake; front it with HTTPS or use the desktop app (see README → reverse-proxy notes).
### Changed
- **Practice plugin first-class sidebar slot now points at Virtuoso.** The bundled practice plugin was rebranded/re-homed from the SlopScale fork (`id: slopscale`) to `got-feedback/feedback-plugin-virtuoso` (`id: virtuoso`); the desktop bundle swap is feedBack-desktop#31. `static/v3/shell.js` still promoted `slopscale`, whose id no longer ships — so `renderPromotedNav()` (gated on the plugin appearing in `/api/plugins`) would have found no match and the dedicated sidebar slot would have gone dark, dropping Virtuoso to the generic Plugins gallery. Update the NAV entry + `PROMOTED_PLUGINS` slot `slopscale``virtuoso` (`screen: plugin-virtuoso`, label "Virtuoso - Practice", same FeedBarcade anchor + `target` icon) so the practice plugin keeps its first-class entry. Also clear the now-dead `slopscale` id from the Plugins-gallery curated category map (`static/v3/plugins-page.js`) and add `virtuoso: 'practice'` as a defensive fallback (the manifest's `category: "practice"` is authoritative, so it lands on the practice board regardless), and refresh the stale SlopScale references in `README.md` + `docs/plugin-capability-inventory.md`. Must land with the bundle swap or the practice plugin regresses in the UI.
- **Practice plugin first-class sidebar slot now points at Virtuoso.** The bundled practice plugin was rebranded/re-homed from the SlopScale fork (`id: slopscale`) to `got-feedback/feedBack-plugin-virtuoso` (`id: virtuoso`); the desktop bundle swap is feedBack-desktop#31. `static/v3/shell.js` still promoted `slopscale`, whose id no longer ships — so `renderPromotedNav()` (gated on the plugin appearing in `/api/plugins`) would have found no match and the dedicated sidebar slot would have gone dark, dropping Virtuoso to the generic Plugins gallery. Update the NAV entry + `PROMOTED_PLUGINS` slot `slopscale``virtuoso` (`screen: plugin-virtuoso`, label "Virtuoso - Practice", same FeedBarcade anchor + `target` icon) so the practice plugin keeps its first-class entry. Also clear the now-dead `slopscale` id from the Plugins-gallery curated category map (`static/v3/plugins-page.js`) and add `virtuoso: 'practice'` as a defensive fallback (the manifest's `category: "practice"` is authoritative, so it lands on the practice board regardless), and refresh the stale SlopScale references in `README.md` + `docs/plugin-capability-inventory.md`. Must land with the bundle swap or the practice plugin regresses in the UI.
- **3D highway: realistic curved metal frets.** The fret wires are now bowed `TubeGeometry` (the middle strings push away from the camera so the row of frets reads as wrapping a cylindrical neck — a depth cue) rendered with a lit `MeshStandardMaterial` instead of the old flat, straight `MeshBasicMaterial` boxes, so the scene's ambient + directional light glints across the rounded surface for a polished-steel look. The existing per-frame highlight is preserved unchanged: frets inside the active anchor still turn gold (`0xD8A636`), which under the metallic shading reads as brass. Metalness is kept moderate (0.4, not full-metal) because the scene has no envMap — a PBR full-metal surface would reflect black — with a dim emissive floor so frets stay legible down the fogged neck. Backported from the `highway_babylon` plugin's "hit-zone fret bars". All knobs (`FRET_BOW_DZ`, metalness/roughness/emissive) are tunable constants. `plugins/highway_3d` v3.25.0.
- **3D highway: section + tone HUD cards now default OFF.** The v0.3.0 player chrome carries a persistent "Up Next" pill, making the in-canvas section card redundant by default (it doubled the readout, feedBack feedback); the tone HUD follows the same less-is-more default. Both remain available in Settings → 3D Highway (visibility/position/size unchanged); users who previously toggled either explicitly keep their stored preference — only the untouched default flips. `plugins/highway_3d` v3.24.1.
- **Perf**: replace runtime Tailwind Play CDN with a prebuilt static stylesheet (`static/tailwind.min.css`). The Play CDN's runtime JIT scanned the DOM ~1.8x/sec on the main thread (~37 ms blocking spans), dropping ~26% of frames in long playback sessions with the 3D highway as default. Theme extensions (dark/accent/gold colors, Inter font) move to `tailwind.config.js`; regen via `bash scripts/build-tailwind.sh`. No runtime build step — the generated CSS is committed. Fixes feedBack-desktop#110.
- **Perf**: reduce per-frame allocations in the 2D highway chord + lyric render paths. `_ensureChordRenderCache` now also caches `sortedNotes` / `nonZeroNotes` / `nonZeroFrets` / `allMuted` / `hasMultipleNotes` (computed once per chord, invalidated on `src` / `_inverted` / `chordTemplates` change — the third key catches a stale `isOpen`-derived classification when the WS `chord_templates` message lands after the final `chords` chunk), so `drawChords` no longer re-sorts / re-filters / spreads min-max per visible chord per frame. The in-chord unison bend classification is folded inline (no `chordPositions.filter` × 2 per frame). `drawLyrics` memoizes `ctx.measureText` results in a two-level `Map<fontSize, Map<text, width>>` so cache hits don't allocate a composite string key. Lit-sustain shimmer in `drawSustains` swaps the 4 per-note-per-frame `Math.random()` calls for a 64-entry precomputed jitter LUT (xorshift32-seeded — the LUT contents are reload-stable and test-reproducible; rendered shimmer is deterministic per `createHighway()` instance, since the seed includes that instance's `_frameIdx`) indexed by `(frameIdx + n.s + ⌊n.t·60⌋)`, visually indistinguishable and allocation-free.
- **Perf**: the load-adaptive render scale (`_adaptRenderScale`, #654) no longer visibly hunts up/down on passages that hover near the frame budget (testers saw "quality going up and down" with the 3D highway). Downscaling stays prompt to protect the frame rate, but **upscaling is now lazy**: a smaller step (×1.06 vs ×1.1) on a longer cooldown (`_AUTO_UPSCALE_COOLDOWN_MS` 2500 ms vs the 600 ms adjust cooldown), reset on any downscale, and gated by a predictive guard — it only upscales when the projected cost *after* the step (≈ cost × step², since draw cost tracks the pixel count) still clears the high budget. The scale therefore settles just inside the 712 ms deadband instead of oscillating across it. No new public API; the `_autoScaleMin` "Min res" floor is unchanged.
### Removed
- **`c` library hotkey ("Convert to .sloppak") removed from core.** Core hardcoded a plugin-specific shortcut: a documentation-only `registerShortcut({ key: 'c', scope: 'library' })` no-op plus a `c → button.sloppak-convert-btn` entry in the library keydown handler that fired the Sloppak Converter plugin's button. Per the plugins-own-their-behavior principle, core no longer ships this hotkey — the convert button still works by click, and the Sloppak Converter plugin can register its own `c` shortcut via `window.registerShortcut()` if keyboard access is wanted. The `f` (favorite) and `e` (edit) library hotkeys, which drive core buttons, are unchanged. Help-modal/registry tests in `tests/browser/keyboard-shortcuts.spec.ts` updated to drop the `c` assertions.
### Added
- **Player progression: Mastery Rank, instrument-path challenges, daily/weekly quests, Decibels currency, cosmetics shop (spec 010).** Onboarding gains two steps: pick one or more **instrument paths** (Guitar / Bass / Drums — data-driven, more can ship as content) and a **calibration challenge** offer (play the bundled FeedBack Diagnostic with note detection at 100% accuracy — or skip; either way you reach **Mastery Rank 1**, and a skipped calibration can still be completed later from the Progress screen). Each path levels by completing a content-defined number of **challenges** (any order) from that level's set; Mastery Rank = onboarding rank + the sum of path levels, starting at 0 on a fresh install. The existing unified XP backend is untouched but the frontend renames it to **Decibels (dB)** — a spendable currency earned ONLY by playing (songs, FeedBarcade rounds, quest rewards; no real-money path exists or may be added) — with spend tracked in a separate wallet so lifetime earnings stay monotonic. Rotating **daily/weekly quests** (deterministic per period, lazy instantiation, local-midnight / Monday resets) award dB and feed `quest_completed` challenges. A new **Progress** screen (rank hero, per-path checklists, quest countdowns, add-a-path) and **Shop** screen (themes via CSS-variable swaps under `html[data-fb-theme]`, avatar frames; atomic balance-checked purchases — 402 on insufficient dB, 409 on re-buy) join the v3 nav, and the topbar badge now shows Rank + challenge-set progress + dB balance. All definitions live in `data/progression/` JSON (paths/levels/challenges, quest pools, shop catalog) — adding a rank, challenge, quest, or cosmetic is a content edit + restart, never code; invalid content degrades to logged warnings. New tables (additive + idempotent): `progression_state`, `player_paths`, `challenge_progress`, `quest_state`, `wallet`, `shop_owned`, `shop_equipped`. New endpoints: `GET /api/progression`, `POST /api/progression/paths|onboarding|events` (events whitelists `minigame_run`; `song_completed` stays server-derived inside `POST /api/stats`, which now resolves the instrument server-side and reports an additive `progression` outcome key), `GET /api/shop`, `POST /api/shop/buy|equip`; equipped cosmetics ride along on `GET /api/profile`. A new **`progression` capability domain** (core-owned, kind: command, safety: safe — `inspect`, `record-event`, `list-shop`, `buy-item`/`equip-item` gated on user action) emits `challenge-completed`/`quest-completed`/`path-level-up`/`rank-changed`/`db-changed`/`calibration-completed`/`cosmetic-equipped`, mirrored as `progression:*` window events, with a redaction-safe diagnostics contributor; backend plugins get the symmetric `record_progression_event` context hook (the bundled minigames hub reports runs through it, guarded for standalone). Spec: `specs/010-progression-domain/`. Tests: `tests/test_progression.py`, `tests/test_progression_api.py`. **Migration notes:** existing XP totals carry over as lifetime dB (balance = lifetime spent); resetting a per-source XP contribution (e.g. a minigames profile reset) after spending can clamp the spendable balance to 0 until new dB is earned; drums-path v1 content uses currently-satisfiable goals (arcade rounds, quests, any-instrument plays) until drums scoring lands.
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@@ -530,7 +530,7 @@ cover.jpg Album art (optional)
lyrics.json Syllable-level lyrics (optional)
```
Sloppak is the preferred format for new features. The [Stems plugin](https://github.com/topkoa/feedBack-plugin-stems) provides live stem mixing for sloppak songs.
Sloppak is the preferred format for new features. The [Stems plugin](https://github.com/topkoa/slopsmith-plugin-stems) provides live stem mixing for sloppak songs.
**Full developer reference:** the authoritative format spec now lives in its own repo —
[got-feedback/feedpak-spec](https://github.com/got-feedback/feedpak-spec)
+1 -2
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@@ -32,8 +32,7 @@
| [Update Manager](https://github.com/masc0t/slopsmith-update-manager) | Installs, updates, and uninstalls other plugins and the feedBack core itself | `git clone ...slopsmith-update-manager.git update_manager` |
| [Simplify Chords](https://github.com/bkranendonk/slopsmith-plugin-simplify-chords) | Changes complex chords on the note highway to simpler ones. Inspired by Ultimate Guitar's Simplify button. | `git clone ...slopsmith-plugin-simplify-chords.git simplify-chords` |
| [Key Bindings](https://github.com/jackipicco/slopsmith-plugin-key-bindings) | Highway key bindings for keyboard and TV remote | `git clone ...slopsmith-plugin-key-bindings.git key_bindings` |
| [Folder Organizer](https://github.com/Elit3d/slopsmith-plugin-folder-organizer) | Organize your sloppak DLC songs into a folder tree view, grouped by subfolder name | `git clone ...slopsmith-plugin-folder-organizer.git folder-organizer` |
| [Virtuoso](https://github.com/got-feedback/feedback-plugin-virtuoso) | Practice studio for guitar & bass — scale, technique, and rhythm drills, timed workouts, and jam backing that teach skills you take off the screen. | `git clone ...feedback-plugin-virtuoso.git virtuoso` |
| [Virtuoso](https://github.com/got-feedback/feedBack-plugin-virtuoso) | Practice studio for guitar & bass — scale, technique, and rhythm drills, timed workouts, and jam backing that teach skills you take off the screen. | `git clone ...feedBack-plugin-virtuoso.git virtuoso` |
| [Audio Preview](https://github.com/saleemk/slopsmith-plugin-audio-preview) | Quick audio previews from library cards with configurable start time, volume, and duration | `git clone ...slopsmith-plugin-audio-preview.git audio_preview` |
| [Song Mastery](https://github.com/jamesgaiser/slopsmith-plugin-song-mastery) | Auto-adjusts difficulty based on your rolling note accuracy and saves the slider position per song | `git clone ...slopsmith-plugin-song-mastery.git song_mastery` |
| [Mobile Note Highway](https://github.com/saleemk/slopsmith-plugin-mobile-note-highway) | Touch-optimized player with collapsible controls, highway gestures, and device-adaptive layouts for phones and tablets | `git clone ...slopsmith-plugin-mobile-note-highway.git mobile_note_highway` |
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@@ -22,5 +22,5 @@ too sharp / too flat / not played).
- **[Implementation Plan](docs/NOTE_FAILURE_PLAN.md)** — 7 phases from
detection foundation through section grading and polish
- **Note Detection Plugin Plan** — see the
[feedBack-plugin-notedetect](https://github.com/topkoa/feedBack-plugin-notedetect)
[slopsmith-plugin-notedetect](https://github.com/topkoa/slopsmith-plugin-notedetect)
repository (Phase 0 foundation)
+1 -1
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@@ -177,7 +177,7 @@ entry explaining why.
"capability_validation_warnings": [],
"capability_unsupported_versions": [],
"compatibility_shims": [],
"git": { "sha": "abc123d", "remote": "https://github.com/topkoa/feedBack-plugin-stems.git" }
"git": { "sha": "abc123d", "remote": "https://github.com/topkoa/slopsmith-plugin-stems.git" }
}
],
"orphans": [
+2 -2
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@@ -73,7 +73,7 @@ The use case: the converted rhythm guitar sounds muddy (Demucs has a tough time
2. Open `manifest.yaml` in any text editor (Notepad++, VS Code, BBEdit, gedit — all fine; just **don't use Word**).
3. Find the `stems:` block. Two things matter here:
- **Order:** FeedBack's base `<audio>` element always plays the **first** stem listed in `stems[]`, regardless of `default:` flags. So if you want your custom stem to be what the player plays out-of-the-box (and what users without the Stems plugin will hear), put it **first**.
- **`default:` flags:** consulted by the [Stems plugin](https://github.com/topkoa/feedBack-plugin-stems) to decide which faders start un-muted. They do **not** affect what the base `<audio>` element plays — that's purely the first-stem rule above.
- **`default:` flags:** consulted by the [Stems plugin](https://github.com/topkoa/slopsmith-plugin-stems) to decide which faders start un-muted. They do **not** affect what the base `<audio>` element plays — that's purely the first-stem rule above.
Example for a Demucs-split sloppak where you re-recorded the rhythm guitar:
@@ -110,7 +110,7 @@ The use case: the converted rhythm guitar sounds muddy (Demucs has a tough time
### Step 5 — Reload and verify
Reload the song in FeedBack. The [Stems plugin](https://github.com/topkoa/feedBack-plugin-stems) will show a fader for `rhythm_custom` next to the others. If you don't see it, check the cache notes in §1.
Reload the song in FeedBack. The [Stems plugin](https://github.com/topkoa/slopsmith-plugin-stems) will show a fader for `rhythm_custom` next to the others. If you don't see it, check the cache notes in §1.
### Common gotchas
+10
View File
@@ -1124,7 +1124,17 @@ def _build_xml(
# for compatibility, and emit additional string6+ attributes (up to
# `len(tuning)-1`) for 7+ string arrangements. FeedBack parses
# them; the format ignores them.
#
# `stringCount` records the AUTHORITATIVE string count (== len(tuning)),
# because the 6-slot padding above erases the 4-vs-5-vs-6-string
# distinction for standard tunings (a 4-string bass, 5-string bass and
# 6-string guitar are otherwise byte-identical, all string0..5 = 0).
# parse_arrangement trims `tuning` back to this on read so downstream
# string-count derivation (song.arrangement_string_count, the editor's
# _stringCountFor) sees the real width instead of guessing. RS2014 and
# any other consumer simply ignore the unknown attribute.
tuning_el = ET.SubElement(root, "tuning")
tuning_el.set("stringCount", str(len(tuning)))
for i in range(max(6, len(tuning))):
tuning_el.set(f"string{i}", str(tuning[i] if i < len(tuning) else 0))
ET.SubElement(root, "capo").text = "0"
+133 -30
View File
@@ -239,12 +239,20 @@ def _gpif_tracks(root: ET.Element) -> list[dict]:
_bars_by_id = {b.get('id'): b for b in (root.find('Bars') or [])}
_voices_by_id = {v.get('id'): v for v in (root.find('Voices') or [])}
_beats_by_id = {b.get('id'): b for b in (root.find('Beats') or [])}
_notes_by_id = {n.get('id'): n for n in (root.find('Notes') or [])}
def _note_count_for_raw(raw_idx: int) -> int:
# Total note count for the track (sum of notes across all its beats).
# This is the single source of truth: list_tracks surfaces it as the
# 'notes' field, and _auto_select_gpx uses (count == 0) to skip empty
# tracks — so the graph is walked once here, not again in list_tracks.
# Count of notes that ACTUALLY become RS notes for the track. This is
# the single source of truth: list_tracks surfaces it as the 'notes'
# field (the importer's per-track preview count) and _auto_select_gpx
# uses (count == 0) to skip empty tracks — so the graph is walked once
# here, not again in list_tracks.
#
# Tie-DESTINATION notes are excluded: a tied note is folded into the
# previous note as extended sustain (see the `_note_is_tie` skips in
# convert_file), so it never becomes a separate RS note. Counting them
# made the preview overstate the result (e.g. 260 shown, 241 imported);
# excluding them makes the preview match what the user actually gets.
n = 0
for mb in _masterbars:
bar_ids = mb.findtext('Bars', '').split()
@@ -263,9 +271,11 @@ def _gpif_tracks(root: ET.Element) -> list[dict]:
beat = _beats_by_id.get(bid)
if beat is None:
continue
notes_text = beat.findtext('Notes', '').strip()
if notes_text:
n += len(notes_text.split())
for nid in beat.findtext('Notes', '').split():
note_el = _notes_by_id.get(nid)
if note_el is not None and _note_is_tie(note_el):
continue
n += 1
return n
result = []
@@ -1372,9 +1382,69 @@ def convert_file(
track_indices, _piano_merge_map = _find_piano_pairs(track_indices, tracks, names)
output_files = []
# Counts of auto-named guitar/bass arrangements so far, so multiple guitars
# get distinct RS roles (Lead, Rhythm, Combo, …) instead of all "Lead".
_role_counts: dict[str, int] = {}
# All auto-assigned arrangement names handed out so far, so multiple
# arrangements get distinct labels (Lead, Rhythm, Combo, Bass, Bass 2, …)
# and the name-aware and positional guitar paths never collide.
_used_arr_names: set[str] = set()
def _unique_arr_name(base: str) -> str:
"""Return `base`, or `base 2`/`base 3`/… if it's already been used."""
if base not in _used_arr_names:
_used_arr_names.add(base)
return base
k = 2
while f"{base} {k}" in _used_arr_names:
k += 1
name = f"{base} {k}"
_used_arr_names.add(name)
return name
_KEYS_PROGS = set(range(0, 8)) | set(range(16, 24)) | {80, 81, 82, 83}
def _auto_guitar_hint(track_idx: int):
"""For a track that auto-resolves to a guitar arrangement, return its
role hint: 'lead', 'rhythm', or '' (unhinted). None when the track is
NOT an auto-named guitar (explicitly named, bass, drum, vocal, keys).
Mirrors the per-track classification in the conversion loop below."""
if track_idx >= len(tracks) or names.get(track_idx):
return None
t = tracks[track_idx]
if t['is_drums'] or _is_vocal_track(t):
return None
low = t['name'].lower()
sp = t['string_pitches']
prog = t['midi_program']
if (isinstance(prog, int) and 32 <= prog <= 39) or (bool(sp) and max(sp) <= 48) or 'bass' in low:
return None # bass
if (not sp and prog in _KEYS_PROGS) or any(kw in low for kw in ('piano', 'keys', 'keyboard', 'organ')):
return None # keys
if 'lead' in low and 'rhythm' not in low:
return 'lead'
if 'rhythm' in low and 'lead' not in low:
return 'rhythm'
return '' # guitar, no role hint
# Two-pass guitar role naming, resolved up front so the per-track loop just
# looks names up. Reserve every name-hinted Lead/Rhythm first, THEN fill
# unhinted guitars into the remaining canonical roles. A single pass would
# let an unhinted guitar that appears BEFORE a hinted one steal its role,
# pushing the real Lead/Rhythm to a non-canonical "Rhythm 2" that the
# downstream name-based path classification doesn't recognise.
_guitar_name_by_idx: dict[int, str] = {}
_unhinted_guitars: list[int] = []
for _ti in track_indices:
hint = _auto_guitar_hint(_ti)
if hint is None:
continue
if hint == 'lead':
_guitar_name_by_idx[_ti] = _unique_arr_name('Lead')
elif hint == 'rhythm':
_guitar_name_by_idx[_ti] = _unique_arr_name('Rhythm')
else:
_unhinted_guitars.append(_ti)
for _ti in _unhinted_guitars:
base = next((r for r in ('Lead', 'Rhythm', 'Combo') if r not in _used_arr_names), 'Combo')
_guitar_name_by_idx[_ti] = _unique_arr_name(base)
for track_idx in track_indices:
if track_idx >= len(tracks):
@@ -1422,16 +1492,12 @@ def convert_file(
)
low = track['name'].lower()
if is_bass or 'bass' in low:
_bc = _role_counts.get('bass', 0)
_role_counts['bass'] = _bc + 1
arr_name = 'Bass' if _bc == 0 else f'Bass {_bc + 1}'
arr_name = _unique_arr_name('Bass')
else:
# Distinct guitar roles by appearance order so two guitars
# don't both become "Lead": Lead, Rhythm, Combo, then Combo N.
_gc = _role_counts.get('guitar', 0)
_role_counts['guitar'] = _gc + 1
_roles = ('Lead', 'Rhythm', 'Combo')
arr_name = _roles[_gc] if _gc < len(_roles) else f'Combo {_gc - 1}'
# Guitar role was resolved up front (two-pass, honoring
# "lead"/"rhythm" in the GP track name so a Rhythm-before-Lead
# file isn't swapped by positional assignment).
arr_name = _guitar_name_by_idx.get(track_idx) or _unique_arr_name('Lead')
# Vocal tracks get their own converter — outputs vocals XML, not notes XML
if is_vocal:
@@ -2317,7 +2383,15 @@ def _auto_select_gpx(tracks: list[dict]) -> tuple[list[int], dict[int, str]]:
if is_bass:
selected.append((i, 'bass'))
elif is_guitar:
selected.append((i, 'guitar'))
# Honor "lead"/"rhythm" in the GP track name so two guitars keep
# the author's roles instead of being labelled by appearance order
# (which swaps a Rhythm-before-Lead file). Unhinted → positional.
if 'lead' in name_l and 'rhythm' not in name_l:
selected.append((i, 'guitar_lead'))
elif 'rhythm' in name_l and 'lead' not in name_l:
selected.append((i, 'guitar_rhythm'))
else:
selected.append((i, 'guitar'))
elif is_keys:
selected.append((i, 'keys'))
@@ -2326,19 +2400,48 @@ def _auto_select_gpx(tracks: list[dict]) -> tuple[list[int], dict[int, str]]:
if not t['is_drums'] and t.get('note_count', 1) > 0:
selected.append((i, 'guitar'))
indices = []
name_map = {}
counts: dict[str, int] = {}
RS_NAMES = {'guitar': ('Lead', 'Rhythm', 'Combo'), 'bass': ('Bass',), 'keys': ('Keys',), 'drums': ('Drums',), 'vocal': ('Vocals',)}
RS_NAMES = {'bass': ('Bass',), 'keys': ('Keys',),
'drums': ('Drums',), 'vocal': ('Vocals',)}
used: set[str] = set()
def _unique(base: str) -> str:
if base not in used:
used.add(base)
return base
k = 2
while f"{base} {k}" in used:
k += 1
used.add(f"{base} {k}")
return f"{base} {k}"
# Two passes so name-hinted Lead/Rhythm guitars reserve their canonical role
# BEFORE unhinted guitars are filled in — otherwise an unhinted guitar that
# appears before a hinted one steals its role (real Rhythm → "Rhythm 2").
# Non-guitar roles are handled in pass 1. `name_map` keys by track index so
# this does not affect arrangement (selection) order, computed separately.
for idx, role in selected:
if role == 'guitar':
continue
if role == 'guitar_lead':
base = 'Lead'
elif role == 'guitar_rhythm':
base = 'Rhythm'
else:
counts[role] = counts.get(role, 0) + 1
c = counts[role]
names_for_role = RS_NAMES.get(role, (role.title(),))
base = names_for_role[min(c - 1, len(names_for_role) - 1)]
if c > len(names_for_role):
base = f"{names_for_role[-1]} {c}"
name_map[idx] = _unique(base)
for idx, role in selected:
counts[role] = counts.get(role, 0) + 1
c = counts[role]
names_for_role = RS_NAMES.get(role, (role.title(),))
arr_name = names_for_role[min(c - 1, len(names_for_role) - 1)]
if c > len(names_for_role):
arr_name = f"{names_for_role[-1]} {c}"
indices.append(idx)
name_map[idx] = arr_name
if role != 'guitar':
continue
base = next((r for r in ('Lead', 'Rhythm', 'Combo') if r not in used), 'Combo')
name_map[idx] = _unique(base)
indices = [idx for idx, _role in selected]
return indices, name_map
+32
View File
@@ -367,6 +367,14 @@ class LoadedSloppak:
# song.arrangements (not to manifest["arrangements"]) — skipped entries are
# absent so indexing by song.arrangements index is safe.
arrangement_ids: list[str | None] = field(default_factory=list)
# Manifest-relative path to the single full-mix audio file, taken from the
# manifest `original_audio:` key (e.g. "original/full.ogg"). This is the
# pre-separation mixdown that exists alongside the per-instrument `stems`.
# None when the key is absent, points outside source_dir, or the file is
# missing on disk. Served to the front-end via the highway WS as
# `original_audio_url`; the stems plugin uses it to play the untouched mix
# when every stem slider is at unity (and the separate stems otherwise).
original_audio: str | None = None
def load_song(
@@ -808,6 +816,29 @@ def load_song(
}
_fpv = manifest.get("feedpak_version")
# Optional full-mix audio — manifest `original_audio:` key. The single
# pre-separation mixdown that ships alongside the per-instrument stems.
# Same permissive, path-traversal-guarded posture as drum_tab above: a
# missing/escaping/absent file simply leaves the full mix unavailable (the
# player falls back to the separate stems) rather than aborting the load.
# We store the manifest-relative string so server.py can build its URL the
# same way it builds stem URLs (via the /api/sloppak/.../file/ endpoint).
original_audio_data: str | None = None
original_audio_rel = manifest.get("original_audio")
if isinstance(original_audio_rel, str) and original_audio_rel.strip():
rel = original_audio_rel.strip()
try:
oa_path = (source_dir / rel).resolve()
oa_path.relative_to(source_dir.resolve())
except ValueError:
log.warning("sloppak: original_audio path %r escapes source_dir — skipped", rel)
oa_path = None
except OSError as e:
log.warning("sloppak: original_audio path resolution failed (%s) — skipped", e)
oa_path = None
if oa_path is not None and oa_path.is_file():
original_audio_data = rel
return LoadedSloppak(
song=song,
stems=stems,
@@ -821,6 +852,7 @@ def load_song(
keys=keys_data,
notation_by_id=notation_by_id_data,
arrangement_ids=arrangement_ids_acc,
original_audio=original_audio_data,
)
+14
View File
@@ -1090,6 +1090,20 @@ def parse_arrangement(xml_path: str) -> Arrangement:
while el.get(f"string{i}") is not None:
tuning.append(_int(el, f"string{i}"))
i += 1
# Authoritative string count, written by the GP/RS serializer
# (gp2rs._build_xml). The schema pads `<tuning>` to 6 slots, which
# erases the 4-vs-5-vs-6-string distinction for standard tunings;
# when the real count was recorded, trim the padded tail so
# arrangement_string_count / the editor see 4 or 5 instead of 6.
# Absent (archive / legacy sources) → leave the 6-slot tuning as-is.
sc = el.get("stringCount")
if sc is not None:
try:
n = int(sc)
except (TypeError, ValueError):
n = 0
if 1 <= n <= len(tuning):
tuning = tuning[:n]
# Capo
capo = 0
+30
View File
@@ -1330,6 +1330,18 @@ def load_plugins(app: FastAPI, context: dict, progress_cb=None, route_setup_fn=N
_category = manifest.get("category")
if not isinstance(_category, str) or not _category:
_category = None
# Settings-tab placement (tabbed settings page). When `settings` is a
# dict, an optional `category` field names which settings tab the
# plugin's panel mounts under (e.g. "graphics", "mic", "progression").
# Distinct from the top-level `category` above (which drives Pedalboard
# grouping) so the two don't collide. Absent/blank → None → the
# frontend falls back to the generic "Plugins" tab.
_settings_manifest = manifest.get("settings")
_settings_category = None
if isinstance(_settings_manifest, dict):
_sc = _settings_manifest.get("category")
if isinstance(_sc, str) and _sc:
_settings_category = _sc
_icon = manifest.get("icon")
if not isinstance(_icon, str) or not _icon:
_icon = None
@@ -1338,6 +1350,13 @@ def load_plugins(app: FastAPI, context: dict, progress_cb=None, route_setup_fn=N
_icon = "assets/thumb.png"
except OSError:
_icon = None
# Immersive (full-screen) screen opt-in. A plugin that declares a
# top-level `"fullscreen": true` gets the whole content area when its
# screen is active: the v3 shell hides the topbar and collapses the
# sidebar to an icon rail (see static/v3/shell.js + v3.css). For
# DAW-style plugin UIs that need the viewport, not a scrolling content
# page. Strict `is True` so a stray truthy value can't silently opt in.
_fullscreen = manifest.get("fullscreen") is True
return {
"id": plugin_id,
"name": manifest.get("name", plugin_id),
@@ -1355,6 +1374,10 @@ def load_plugins(app: FastAPI, context: dict, progress_cb=None, route_setup_fn=N
"has_screen": bool(manifest.get("screen")),
"has_script": bool(manifest.get("script")),
"has_settings": bool(manifest.get("settings")),
"settings_category": _settings_category,
# Drives the v3 shell's immersive (full-screen) mode for this
# plugin's screen. False unless the manifest declares it explicitly.
"fullscreen": _fullscreen,
"has_tour": _is_valid_tour_manifest(manifest.get("tour")),
# `styles` is an optional relpath (under the plugin's assets/) to a
# compiled, preflight-off stylesheet the frontend injects as a
@@ -2067,6 +2090,11 @@ def register_plugin_api(app: FastAPI):
"has_screen": p["has_screen"],
"has_script": p["has_script"],
"has_settings": p["has_settings"],
# v3 immersive screen opt-in (full-screen plugin UI).
"fullscreen": p.get("fullscreen", False),
# Settings-tab placement; None when the manifest's `settings`
# is absent, a bare string, or omits `category`.
"settings_category": p.get("settings_category"),
"has_tour": p.get("has_tour", False),
# `.get()` fallbacks keep stubbed test entries (built without
# _nav_entry) working — styles is None when unset.
@@ -2115,6 +2143,8 @@ def register_plugin_api(app: FastAPI):
"has_screen": e.get("has_screen", False),
"has_script": e.get("has_script", False),
"has_settings": e.get("has_settings", False),
"settings_category": e.get("settings_category"),
"fullscreen": e.get("fullscreen", False),
"has_tour": e.get("has_tour", False),
"has_styles": e.get("has_styles", False),
"styles": e.get("styles"),
+68
View File
@@ -0,0 +1,68 @@
{
"version": 1,
"global": [
{
"id": "first_steps",
"title": "First Steps",
"description": "Reach Mastery Rank 1 — finish onboarding.",
"category": "global",
"sourceId": "achievements",
"criterion": { "type": "mastery_rank", "tiers": [1] },
"tiers": [1]
},
{
"id": "ascendant",
"title": "Ascendant",
"description": "Climb the Mastery Rank ladder.",
"category": "global",
"sourceId": "achievements",
"criterion": { "type": "mastery_rank", "tiers": [10, 25, 50] },
"tiers": [10, 25, 50],
"tier_titles": ["Ascendant I", "Ascendant II", "Ascendant III"]
},
{
"id": "steady_hands",
"title": "Steady Hands",
"description": "Make a real advance on many separate days.",
"category": "global",
"sourceId": "achievements",
"criterion": { "type": "growth_streak_days", "tiers": [7, 30, 100] },
"tiers": [7, 30, 100],
"tier_titles": ["Steady Hands (7)", "Steady Hands (30)", "Steady Hands (100)"]
},
{
"id": "renaissance",
"title": "Renaissance",
"description": "Reach Level 10 across several distinct instrument paths.",
"category": "global",
"sourceId": "achievements",
"criterion": { "type": "paths_at_level", "level": 10, "tiers": [2, 3, 5] },
"tiers": [2, 3, 5],
"tier_titles": ["Renaissance (2)", "Renaissance (3)", "Renaissance (5)"]
}
],
"per_instrument": [
{
"id": "path_rank",
"title": "{Inst} Mastery",
"description": "Climb the {Inst} path: Apprentice, Journeyman, Master.",
"sourceId": "achievements",
"criterion": { "type": "path_level", "tiers": [10, 25, "max"] },
"tier_titles": ["{Inst} Apprentice", "{Inst} Journeyman", "{Inst} Master"]
},
{
"id": "personal_best",
"title": "Personal Best ({Inst})",
"description": "Beat your own best accuracy on any {Inst} chart.",
"sourceId": "achievements",
"criterion": { "type": "personal_best" }
},
{
"id": "challenger",
"title": "Challenger ({Inst})",
"description": "Clear a full level-up challenge set on the {Inst} path.",
"sourceId": "achievements",
"criterion": { "type": "challenge_set_cleared" }
}
]
}
@@ -0,0 +1,84 @@
/* Achievements & Feats of Power plugin styles (plain CSS, no Tailwind build;
* P-II: plugins ship their own stylesheet for non-core classes). Mirrors the v3
* dark surface tokens used across the Profile page. */
/* Secondary category pill row inside the Achievements tab (lighter .fb-tab). */
.fb-ach-pillrow {
display: flex;
flex-wrap: wrap;
gap: .4rem;
margin-bottom: 1rem;
}
.fb-ach-pill {
appearance: none;
background: rgba(30, 41, 59, .5);
border: 1px solid rgba(51, 65, 85, .6);
color: #94a3b8;
border-radius: 9999px;
padding: .35rem .75rem;
font-size: .8rem;
font-weight: 600;
cursor: pointer;
transition: color .15s, border-color .15s, background .15s;
}
.fb-ach-pill:hover { color: #e2e8f0; border-color: rgba(14, 165, 233, .4); }
.fb-ach-pill.active { color: #f8fafc; background: rgba(14, 165, 233, .15); border-color: #0ea5e9; }
.fb-ach-pill-badge {
font-size: .7rem;
font-weight: 700;
color: #64748b;
margin-left: .15rem;
}
.fb-ach-pill.active .fb-ach-pill-badge { color: #7dd3fc; }
/* Catalogue list. */
.fb-ach-list { display: flex; flex-direction: column; gap: .5rem; }
.fb-ach-item {
display: flex;
align-items: flex-start;
gap: .85rem;
padding: .75rem .9rem;
border-radius: .6rem;
border: 1px solid rgba(51, 65, 85, .5);
background: rgba(30, 41, 59, .35);
}
.fb-ach-item.locked { opacity: .45; filter: grayscale(.6); }
.fb-ach-item.earned { border-color: rgba(14, 165, 233, .35); background: rgba(14, 165, 233, .06); }
.fb-ach-item-icon { font-size: 1.4rem; line-height: 1.6rem; flex: 0 0 auto; }
.fb-ach-item-body { min-width: 0; }
.fb-ach-item-title {
font-size: .9rem;
font-weight: 700;
color: #f1f5f9;
display: flex;
align-items: center;
gap: .4rem;
}
.fb-ach-tier {
font-size: .65rem;
text-transform: uppercase;
letter-spacing: .04em;
font-weight: 700;
color: #7dd3fc;
border: 1px solid rgba(125, 211, 252, .35);
border-radius: 9999px;
padding: .05rem .4rem;
}
.fb-ach-item-desc { font-size: .78rem; color: #94a3b8; margin-top: .15rem; }
/* Feats of Power trophy shelf (profile main page). */
.fb-feat-shelf {
display: grid;
grid-template-columns: repeat(auto-fill, minmax(150px, 1fr));
gap: .75rem;
}
.fb-feat-card {
text-align: center;
padding: 1rem .75rem;
border-radius: .7rem;
border: 1px solid rgba(234, 179, 8, .35);
background: linear-gradient(180deg, rgba(234, 179, 8, .1), rgba(30, 41, 59, .3));
}
.fb-feat-icon { font-size: 1.9rem; }
.fb-feat-title { font-size: .85rem; font-weight: 800; color: #fde68a; margin-top: .3rem; }
.fb-feat-desc { font-size: .72rem; color: #cbd5e1; margin-top: .25rem; }
+191
View File
@@ -0,0 +1,191 @@
"""Achievements & Feats of Power — pure evaluation helpers.
This module holds the side-effect-free core of the engine so it is unit
testable (constitution P-V): no IO, no SQLite, no clock. `routes.py` owns the
storage/HTTP shell and calls into these functions.
**Integration law (structural):** Feats are evaluated from *activity counters*
only (`evaluate_feats` / `apply_activity`); competency Achievements are recorded
from *competency events* the source reports (`report-unlock`). Nothing here ever
converts an activity count into a competency unlock or vice versa.
"""
from __future__ import annotations
# Counter keys the activity model owns. `*_max` keys take the running maximum;
# everything else is a cumulative running total. Kept here (not in routes) so a
# test can assert the contract without standing up a DB.
MAX_COUNTERS = frozenset({"notes_session_max", "streak_insong_max", "chart_encore_max"})
def tier_index_for(tiers, value):
"""Highest 0-based tier index whose threshold is met by ``value``.
Returns -1 when no tier is reached. Tiers are assumed ascending; we scan
all of them rather than short-circuit so an out-of-order catalogue still
resolves to the largest satisfied tier.
"""
idx = -1
for i, threshold in enumerate(tiers or []):
try:
if value >= threshold:
idx = i
except TypeError:
continue
return idx
def feat_counter_value(feat, counters):
"""Activity-counter value backing a Feat definition (0 when absent)."""
key = feat.get("counter")
if not key:
return 0
try:
return int(counters.get(key, 0) or 0)
except (TypeError, ValueError):
return 0
def evaluate_feats(feat_defs, counters):
"""Map ``feat_id -> highest reached tier index`` for all satisfied Feats.
A Feat with no tiers, or whose counter hasn't reached tier 0, is omitted.
Pure: takes the current counters snapshot, returns a plain dict.
"""
out = {}
for feat in feat_defs or []:
fid = feat.get("id")
if not fid:
continue
tiers = feat.get("tiers") or []
if not tiers:
continue
ti = tier_index_for(tiers, feat_counter_value(feat, counters))
if ti >= 0:
out[fid] = ti
return out
def apply_activity(counters, delta):
"""Return a NEW counters dict after folding in one activity ``delta``.
Cumulative keys add; ``*_max`` keys keep the running maximum. The caller
(routes.py) is responsible for the only stateful bit the per-chart play
count and passes the post-increment value as ``delta['chart_play_count']``
so this function stays pure.
Recognised delta fields (all optional, default 0):
notes -> notes_total (+=)
song_done -> songs_done (+=)
seconds -> time_total_seconds (+=)
session_notes -> notes_session_max (max)
in_song_streak -> streak_insong_max (max)
chart_play_count -> chart_encore_max (max)
"""
out = dict(counters or {})
def _cur(key):
try:
return int(out.get(key, 0) or 0)
except (TypeError, ValueError):
return 0
def _int(v):
try:
return int(v or 0)
except (TypeError, ValueError):
return 0
out["notes_total"] = _cur("notes_total") + _int(delta.get("notes"))
out["songs_done"] = _cur("songs_done") + _int(delta.get("song_done"))
out["time_total_seconds"] = _cur("time_total_seconds") + _int(delta.get("seconds"))
out["notes_session_max"] = max(_cur("notes_session_max"), _int(delta.get("session_notes")))
out["streak_insong_max"] = max(_cur("streak_insong_max"), _int(delta.get("in_song_streak")))
if delta.get("chart_play_count") is not None:
out["chart_encore_max"] = max(_cur("chart_encore_max"), _int(delta.get("chart_play_count")))
return out
def consecutive_run_length(dates):
"""Longest run of consecutive calendar dates in ``dates`` (ISO 'YYYY-MM-DD').
Used by the `secret_witching` Feat (practise in the 25am window on N
consecutive nights). Pure date arithmetic so it's unit-testable; routes.py
feeds it the distinct night-dates recorded in `comp_ledger`.
"""
from datetime import date
parsed = []
for d in dates or []:
try:
y, m, dd = (int(x) for x in str(d).split("-"))
parsed.append(date(y, m, dd))
except (ValueError, TypeError):
continue
if not parsed:
return 0
parsed = sorted(set(parsed))
best = run = 1
for prev, cur in zip(parsed, parsed[1:]):
if (cur - prev).days == 1:
run += 1
best = max(best, run)
else:
run = 1
return best
# ── Data-minimization contract (binding, code-enforced) ──────────────────────
# The wall payload key-set is frozen here and asserted by a unit test. The
# serializer below is the ONLY way outbound data is built — never dict(row) or
# **model — so a stray field cannot leak. Adding a key makes the test go red.
WALL_PAYLOAD_KEYS = ("display_name", "player_hash", "achievement_id", "unlocked_at")
def build_wall_payload(display_name, player_hash, achievement_id, unlocked_at):
"""Build the EXACT four-field wall payload. ``achievement_id`` must always be
a Feat id (the caller only ever invokes this for Feat unlocks competency
never syncs). Explicit literal dict on purpose; do not refactor into a
row/model splat."""
return {
"display_name": display_name,
"player_hash": player_hash,
"achievement_id": achievement_id,
"unlocked_at": unlocked_at,
}
def drain_decision(status):
"""Dead-letter state machine for one wall-sync attempt (pure).
``status`` is the HTTP status code, or ``None`` for a network error.
Returns one of:
'ack' server accepted; delete the row.
'retry' keep it pending (network error, 429 backoff, or 5xx).
'dead' any other 4xx; move to dead_letter (diagnosable/replayable).
A row is NEVER silently dropped it leaves the queue only on 'ack' (or a
user opt-out wiping it).
"""
if status is None:
return "retry"
if 200 <= status < 300:
return "ack"
if status == 429:
return "retry"
if 400 <= status < 500:
return "dead"
return "retry" # 5xx — transient server-side, try again later
def diff_unlocks(prev_tiers, new_tiers):
"""Feat ids whose tier advanced (incl. first unlock).
``prev_tiers`` / ``new_tiers`` are ``feat_id -> tier_index`` maps as
returned by :func:`evaluate_feats`. Returns the ids that are newly present
or moved to a higher tier i.e. the Feats to record + announce this round.
"""
out = []
for fid, tier in (new_tiers or {}).items():
if tier > prev_tiers.get(fid, -1):
out.append(fid)
return out
+101
View File
@@ -0,0 +1,101 @@
{
"version": 1,
"feats": [
{
"id": "notes_total",
"title": "Note Hunter",
"description": "Hit a colossal number of notes across all your practice.",
"category": "global",
"sourceId": "achievements",
"secret": false,
"needs_notedetect": true,
"counter": "notes_total",
"tiers": [100000, 1000000, 10000000],
"tier_titles": ["Note Hunter", "Million-Note Maestro", "Ten-Million-Note Titan"]
},
{
"id": "notes_session",
"title": "Marathon",
"description": "Hit 25,000 notes in a single sitting.",
"category": "global",
"sourceId": "achievements",
"secret": false,
"needs_notedetect": true,
"counter": "notes_session_max",
"tiers": [25000],
"tier_titles": ["Marathon"]
},
{
"id": "streak_insong",
"title": "Untouchable",
"description": "Land a huge run of consecutive in-song hits with no miss.",
"category": "global",
"sourceId": "achievements",
"secret": false,
"needs_notedetect": true,
"counter": "streak_insong_max",
"tiers": [1000, 5000],
"tier_titles": ["Untouchable", "Truly Untouchable"]
},
{
"id": "songs_done",
"title": "Road Warrior",
"description": "Finish a mountain of songs.",
"category": "global",
"sourceId": "achievements",
"secret": false,
"needs_notedetect": false,
"counter": "songs_done",
"tiers": [1000, 5000],
"tier_titles": ["Road Warrior", "Road Legend"]
},
{
"id": "time_total",
"title": "Time Served",
"description": "Pour hundreds of hours into practice.",
"category": "global",
"sourceId": "achievements",
"secret": false,
"needs_notedetect": false,
"counter": "time_total_seconds",
"tiers": [1800000, 7200000],
"tier_titles": ["Time Served (500h)", "Time Served (2,000h)"]
},
{
"id": "chart_encore",
"title": "Encore",
"description": "Play the same chart again and again and again.",
"category": "global",
"sourceId": "achievements",
"secret": false,
"needs_notedetect": false,
"counter": "chart_encore_max",
"tiers": [100, 500],
"tier_titles": ["Encore", "Standing Ovation"]
},
{
"id": "secret_witching",
"title": "The Witching Hour",
"description": "Practise in the dead of night, seven nights running.",
"category": "global",
"sourceId": "achievements",
"secret": true,
"needs_notedetect": false,
"counter": "witching_nights_run",
"tiers": [7],
"tier_titles": ["The Witching Hour"]
},
{
"id": "secret_combo",
"title": "Hidden Track",
"description": "You found the hidden track.",
"category": "global",
"sourceId": "achievements",
"secret": true,
"needs_notedetect": false,
"counter": null,
"tiers": [],
"tier_titles": ["Hidden Track"]
}
]
}
+18
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{
"id": "achievements",
"name": "Achievements",
"version": "0.1.0",
"bundled": true,
"private": false,
"description": "Achievements & Feats of Power — skill milestones on your Profile, plus rare activity Feats.",
"script": "screen.js",
"styles": "assets/achievements.css",
"settings": {
"html": "settings.html",
"category": "system",
"server_files": [
"achievements/"
]
},
"routes": "routes.py"
}
+585
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@@ -0,0 +1,585 @@
"""Achievements & Feats of Power — local engine (offline).
State lives under ``<config_dir>/achievements/``:
- ``achievements.db`` SQLite unlocks, activity counters, derived ledger,
and the (PR3) wall sync queue.
Two surfaces, one engine, kept structurally apart (the **integration law**):
* **Feats of Power** activity/volume. The engine OWNS raw activity counters
(`counters`), evaluates Feat thresholds, and records Feat unlocks. Feats are
the only thing that ever syncs to the public wall.
* **Achievements** demonstrated competency. The engine RECORDS unlocks the
source reports (`report-unlock`); it never re-derives them from activity.
A baseline catalogue ships here and is driven by the built-in progression
system; richer items are contributed by source plugins at runtime.
Endpoints (all under /api/plugins/achievements/):
POST /activity bump activity counters, eval Feats, return newly-unlocked
POST /report-unlock idempotent upsert of a competency/feat unlock
POST /report-criterion record a (criterion_id, token) pair distinct count
GET /catalog baseline competency defs + earned state
GET /earned all earned items (id, cls, category, tier, at)
GET /feats earned Feats (for the profile trophy shelf)
POST /remove-me wipe synced state (full wall-removal lands in PR2/PR3)
Pure threshold/criterion math lives in the sibling ``engine.py`` (P-V testable);
this module is the SQLite + HTTP shell.
"""
import hashlib
import json
import logging
import os
import sqlite3
import threading
import time
from pathlib import Path
from pydantic import BaseModel, Field
_lock = threading.Lock()
_state = {
"db_path": None,
"dir": None, # plugin directory (for catalog JSON)
"config_dir": None, # CONFIG_DIR (for reading the opt-in setting)
"meta_db": None, # MetadataDB (for the profile identity: name + hash)
"log": logging.getLogger("feedBack.plugin.achievements"),
"engine": None, # sibling engine.py module (pure helpers)
"feat_defs": [], # parsed feats.json -> list of feat defs
"baseline": {}, # parsed achievements.json
}
# ── SQLite ──────────────────────────────────────────────────────────────────
def _conn():
conn = sqlite3.connect(_state["db_path"], timeout=5)
conn.row_factory = sqlite3.Row
conn.execute("PRAGMA journal_mode=WAL")
return conn
def _init_db():
conn = _conn()
try:
conn.execute(
"""
CREATE TABLE IF NOT EXISTS unlocks (
achievement_id TEXT PRIMARY KEY,
cls TEXT NOT NULL, -- 'competency' | 'feat'
disp_category TEXT, -- global/guitar/bass/...
source_id TEXT,
tier INTEGER NOT NULL DEFAULT 0,
unlocked_at TEXT,
synced INTEGER NOT NULL DEFAULT 0
)
"""
)
conn.execute(
"""
CREATE TABLE IF NOT EXISTS counters (
key TEXT PRIMARY KEY,
value INTEGER NOT NULL DEFAULT 0
)
"""
)
conn.execute(
"""
CREATE TABLE IF NOT EXISTS comp_ledger (
criterion_id TEXT NOT NULL,
token TEXT NOT NULL,
PRIMARY KEY (criterion_id, token)
)
"""
)
conn.execute(
"""
CREATE TABLE IF NOT EXISTS sync_queue (
id INTEGER PRIMARY KEY AUTOINCREMENT,
kind TEXT NOT NULL, -- 'unlock' | 'remove'
payload TEXT NOT NULL,
state TEXT NOT NULL DEFAULT 'pending' -- 'pending' | 'dead_letter'
)
"""
)
conn.commit()
finally:
conn.close()
def _now_iso():
return time.strftime("%Y-%m-%dT%H:%M:%SZ", time.gmtime())
def _opted_in():
"""True only when the user has opted in (core setting ``achievements_enabled``).
Read straight from CONFIG_DIR/config.json the single source of truth the
/api/settings endpoint persists. Default OFF on any read failure: nothing
leaves the device unless explicitly enabled.
"""
try:
cfg_path = Path(_state["config_dir"]) / "config.json"
cfg = json.loads(cfg_path.read_text(encoding="utf-8"))
return bool(cfg.get("achievements_enabled") is True)
except (OSError, ValueError, TypeError):
return False
def _identity():
"""(display_name, player_hash) from the profile, or (None, None).
Reused as the wall identity (server.py's documented player_hash). Sync is
skipped entirely when either is missing.
"""
db = _state["meta_db"]
if db is None or not hasattr(db, "get_profile"):
return None, None
try:
prof = db.get_profile() or {}
return (prof.get("display_name") or None), (prof.get("player_hash") or None)
except Exception: # noqa: BLE001 — identity is best-effort; never break a request
return None, None
def _enqueue_feat_sync(conn, feat_id, unlocked_at):
"""Enqueue a wall-sync POST for a Feat unlock — opt-in gated, identity gated.
Builds the outbound payload through the SINGLE code-gated serializer
(engine.build_wall_payload, exactly four fields). Competency unlocks never
reach this path (integration law + data-minimization contract). The drain
worker (PR3) POSTs the queued rows; here we only persist intent.
"""
if not _opted_in():
return False
display_name, player_hash = _identity()
if not display_name or not player_hash:
return False
payload = _state["engine"].build_wall_payload(display_name, player_hash, feat_id, unlocked_at)
conn.execute(
"INSERT INTO sync_queue(kind, payload, state) VALUES ('unlock', ?, 'pending')",
(json.dumps(payload),),
)
return True
# ── Wall sync — background drain worker (dead-letter, never drop) ─────────────
# Idle unless a wall URL is configured. POSTs pending rows to the hosted
# feedback-achievements service; the decision state machine
# (engine.drain_decision) is pure + tested. A row leaves the queue only on a
# server ack (or a user opt-out wiping it) — never silently dropped.
# Canonical hosted Feats wall (the got-feedback service). Used by default so the
# drain worker targets it out of the box; override via env for self-hosting or a
# staging wall. Nothing is ever sent unless the user opted in AND has an identity
# (see _enqueue_feat_sync), so a default URL does not publish anything on its own.
_DEFAULT_WALL_URL = "https://feedback-achievements.onrender.com"
_WALL_URL = (os.environ.get("FEEDBACK_ACHIEVEMENTS_WALL_URL")
or os.environ.get("SLOPSMITH_ACHIEVEMENTS_WALL_URL")
or _DEFAULT_WALL_URL).rstrip("/")
_WALL_TOKEN = os.environ.get("FEEDBACK_ACHIEVEMENTS_CLIENT_TOKEN", "fb-wall-v1")
_DRAIN_INTERVAL_S = int(os.environ.get("FEEDBACK_ACHIEVEMENTS_DRAIN_INTERVAL", "30"))
_drain_started = False
def _post_to_wall(kind, payload):
"""POST one queued item; return the HTTP status code, or None on a network
error. Mirrors the lib/lyrics_transcribe outbound pattern (explicit timeout,
no raise on non-2xx the caller's state machine decides)."""
import requests # local import: only needed when a wall is configured
path = "/api/unlock" if kind == "unlock" else "/api/remove"
try:
resp = requests.post(
_WALL_URL + path, json=payload,
headers={"X-Client-Token": _WALL_TOKEN, "Content-Type": "application/json"},
timeout=10,
)
return resp.status_code
except requests.RequestException:
return None
def _drain_once(post_fn=None):
"""Process all pending queue rows once. ``post_fn(kind, payload) -> status``
is injectable for tests; defaults to the real wall POST."""
post_fn = post_fn or _post_to_wall
engine = _state["engine"]
with _lock:
conn = _conn()
try:
rows = conn.execute(
"SELECT id, kind, payload FROM sync_queue WHERE state='pending'").fetchall()
finally:
conn.close()
for row in rows:
try:
payload = json.loads(row["payload"]) if row["payload"] else {}
except ValueError:
payload = {}
status = post_fn(row["kind"], payload)
action = engine.drain_decision(status)
with _lock:
conn = _conn()
try:
if action == "ack":
conn.execute("DELETE FROM sync_queue WHERE id=?", (row["id"],))
elif action == "dead":
conn.execute("UPDATE sync_queue SET state='dead_letter' WHERE id=?", (row["id"],))
# 'retry' → leave it pending for the next pass
conn.commit()
finally:
conn.close()
def _drain_loop():
while True:
try:
_drain_once()
except Exception as e: # noqa: BLE001 — a worker crash must not kill the thread
_state["log"].warning("achievements wall drain error: %s", e)
time.sleep(_DRAIN_INTERVAL_S)
def _maybe_start_drain():
global _drain_started
if _drain_started or not _WALL_URL:
return
_drain_started = True
threading.Thread(target=_drain_loop, name="ach-wall-drain", daemon=True).start()
_state["log"].info("achievements wall drain worker started → %s", _WALL_URL)
def _chart_key(chart):
"""Stable per-chart counter key — a sha1 digest of the chart id. NOT the
builtin hash(), whose str hashing is salted per process (PYTHONHASHSEED), so
the same chart would land on a different counter after every restart and the
Encore Feat could never accumulate across sessions."""
return "chart_plays:" + hashlib.sha1(str(chart).encode("utf-8")).hexdigest()[:16]
def _read_counters(conn):
# Excludes the per-chart `chart_plays:*` rows: they are bumped + read
# individually via _bump_counter and would otherwise make this aggregate
# round-trip O(distinct charts played) on every activity POST.
return {
row["key"]: int(row["value"])
for row in conn.execute("SELECT key, value FROM counters WHERE key NOT LIKE 'chart_plays:%'")
}
def _write_counters(conn, counters):
for key, value in counters.items():
conn.execute(
"INSERT INTO counters(key, value) VALUES (?, ?) "
"ON CONFLICT(key) DO UPDATE SET value=excluded.value",
(key, int(value)),
)
def _bump_counter(conn, key, delta):
"""Increment a counter and return the new value (used for per-chart plays)."""
conn.execute(
"INSERT INTO counters(key, value) VALUES (?, ?) "
"ON CONFLICT(key) DO UPDATE SET value=value+excluded.value",
(key, int(delta)),
)
row = conn.execute("SELECT value FROM counters WHERE key=?", (key,)).fetchone()
return int(row["value"]) if row else int(delta)
def _earned_feat_tiers(conn):
return {
row["achievement_id"]: int(row["tier"])
for row in conn.execute("SELECT achievement_id, tier FROM unlocks WHERE cls='feat'")
}
def _record_unlock(conn, ach_id, cls, disp_category, source_id, tier, at):
"""Idempotent upsert; only advances the tier upward. Returns True if changed."""
row = conn.execute("SELECT tier FROM unlocks WHERE achievement_id=?", (ach_id,)).fetchone()
if row is not None and int(row["tier"]) >= int(tier):
return False
conn.execute(
"""
INSERT INTO unlocks(achievement_id, cls, disp_category, source_id, tier, unlocked_at, synced)
VALUES (?, ?, ?, ?, ?, ?, 0)
ON CONFLICT(achievement_id) DO UPDATE SET
tier=excluded.tier,
cls=excluded.cls,
disp_category=COALESCE(excluded.disp_category, unlocks.disp_category),
source_id=COALESCE(excluded.source_id, unlocks.source_id)
""",
(ach_id, cls, disp_category, source_id, int(tier), at or _now_iso()),
)
return True
# ── Catalog loading ─────────────────────────────────────────────────────────
def _feat_by_id(fid):
for f in _state["feat_defs"]:
if f.get("id") == fid:
return f
return None
def _load_catalogs():
base = Path(_state["dir"])
try:
feats = json.loads((base / "feats.json").read_text(encoding="utf-8"))
_state["feat_defs"] = feats.get("feats", []) if isinstance(feats, dict) else []
except (OSError, ValueError) as e:
_state["log"].warning("achievements: could not load feats.json: %s", e)
_state["feat_defs"] = []
try:
_state["baseline"] = json.loads((base / "achievements.json").read_text(encoding="utf-8"))
except (OSError, ValueError) as e:
_state["log"].warning("achievements: could not load achievements.json: %s", e)
_state["baseline"] = {}
# ── Request models ──────────────────────────────────────────────────────────
class ActivityIn(BaseModel):
notes: int = Field(ge=0, default=0)
session_notes: int = Field(ge=0, default=0)
in_song_streak: int = Field(ge=0, default=0)
song_done: int = Field(ge=0, default=0)
seconds: int = Field(ge=0, default=0)
chart: str | None = None
night_session: bool = False
night_date: str | None = None # 'YYYY-MM-DD', frontend supplies (no server clock)
class UnlockIn(BaseModel):
id: str
kind: str = "achievement" # 'achievement' | 'feat'
category: str | None = None # display category (global/guitar/...)
sourceId: str | None = None
tier: int = Field(ge=0, default=0)
at: str | None = None
class CriterionIn(BaseModel):
criterion_id: str
token: str
# ── FastAPI wiring ──────────────────────────────────────────────────────────
def setup(app, context):
config_dir = context["config_dir"]
base = Path(config_dir) / "achievements"
base.mkdir(parents=True, exist_ok=True)
_state["db_path"] = str(base / "achievements.db")
_state["dir"] = str(Path(__file__).resolve().parent)
_state["config_dir"] = str(config_dir)
_state["meta_db"] = context.get("meta_db")
_state["log"] = context.get("log") or _state["log"]
# Pure helpers via the per-plugin sibling loader (constitution P-III), with a
# plain-import fallback for pytest / standalone use.
load_sibling = context.get("load_sibling")
try:
_state["engine"] = load_sibling("engine") if load_sibling else __import__("engine")
except Exception: # noqa: BLE001 — last-ditch, keep the plugin alive
import importlib.util
spec = importlib.util.spec_from_file_location(
"achievements_engine", str(Path(__file__).resolve().parent / "engine.py"))
mod = importlib.util.module_from_spec(spec)
spec.loader.exec_module(mod)
_state["engine"] = mod
_init_db()
_load_catalogs()
log = _state["log"]
@app.post("/api/plugins/achievements/activity")
def post_activity(body: ActivityIn):
engine = _state["engine"]
with _lock:
conn = _conn()
try:
# Per-chart play count is the only directly-stateful bit; bump it
# first (stable key) so apply_activity() just takes the new max.
chart_play_count = None
if body.song_done and body.chart:
chart_play_count = _bump_counter(conn, _chart_key(body.chart), 1)
# Night-window ledger → consecutive-night run. Computed here but
# NOT written before the prev snapshot: it is folded into the delta
# below so prev_tiers reflects the OLD run and new_tiers the new one
# (the same asymmetry chart_encore relies on). Pre-writing it would
# make prev already satisfy the Feat, so diff_unlocks would never
# see the freshly-earned witching unlock.
witching_run = None
if body.night_session and body.night_date:
conn.execute(
"INSERT OR IGNORE INTO comp_ledger(criterion_id, token) VALUES ('witching', ?)",
(body.night_date,),
)
nights = [r["token"] for r in conn.execute(
"SELECT token FROM comp_ledger WHERE criterion_id='witching'")]
witching_run = engine.consecutive_run_length(nights)
counters = _read_counters(conn)
prev_tiers = engine.evaluate_feats(_state["feat_defs"], counters)
new_counters = engine.apply_activity(counters, {
"notes": body.notes,
"session_notes": body.session_notes,
"in_song_streak": body.in_song_streak,
"song_done": body.song_done,
"seconds": body.seconds,
"chart_play_count": chart_play_count,
})
if witching_run is not None:
new_counters["witching_nights_run"] = max(
int(new_counters.get("witching_nights_run", 0) or 0), witching_run)
_write_counters(conn, new_counters)
new_tiers = engine.evaluate_feats(_state["feat_defs"], new_counters)
fresh = engine.diff_unlocks(prev_tiers, new_tiers)
unlocked = []
for fid in fresh:
f = _feat_by_id(fid) or {}
tier = new_tiers[fid]
at = _now_iso()
if _record_unlock(conn, fid, "feat", f.get("category"), f.get("sourceId"), tier, at):
_enqueue_feat_sync(conn, fid, at)
unlocked.append(_feat_payload(fid, f, tier))
conn.commit()
return {"ok": True, "unlocked": unlocked, "counters": new_counters}
finally:
conn.close()
@app.post("/api/plugins/achievements/report-unlock")
def post_report_unlock(body: UnlockIn):
cls = "feat" if body.kind == "feat" else "competency"
at = body.at or _now_iso()
with _lock:
conn = _conn()
try:
changed = _record_unlock(
conn, body.id, cls, body.category, body.sourceId, body.tier, at)
# Only Feats sync; competency never enqueues (integration law +
# data-minimization contract).
if changed and cls == "feat":
_enqueue_feat_sync(conn, body.id, at)
conn.commit()
return {"ok": True, "changed": changed, "id": body.id, "tier": body.tier}
finally:
conn.close()
@app.post("/api/plugins/achievements/report-criterion")
def post_report_criterion(body: CriterionIn):
"""Record a distinct (criterion_id, token); return the distinct count.
Lets a baseline subscriber aggregate multi-event criteria (e.g. the set
of distinct days with a real advance `steady_hands`) without us
re-deriving competency from activity. Bookkeeping over events only.
"""
with _lock:
conn = _conn()
try:
conn.execute(
"INSERT OR IGNORE INTO comp_ledger(criterion_id, token) VALUES (?, ?)",
(body.criterion_id, body.token),
)
row = conn.execute(
"SELECT COUNT(*) AS n FROM comp_ledger WHERE criterion_id=?",
(body.criterion_id,),
).fetchone()
conn.commit()
return {"ok": True, "count": int(row["n"]) if row else 0}
finally:
conn.close()
@app.get("/api/plugins/achievements/catalog")
def get_catalog():
with _lock:
conn = _conn()
try:
earned = _earned_map(conn)
finally:
conn.close()
return {"baseline": _state["baseline"], "earned": earned}
@app.get("/api/plugins/achievements/earned")
def get_earned():
with _lock:
conn = _conn()
try:
return {"earned": list(_earned_map(conn).values())}
finally:
conn.close()
@app.get("/api/plugins/achievements/feats")
def get_feats():
with _lock:
conn = _conn()
try:
rows = conn.execute(
"SELECT achievement_id, tier, unlocked_at FROM unlocks WHERE cls='feat'"
).fetchall()
finally:
conn.close()
out = []
for row in rows:
fid = row["achievement_id"]
f = _feat_by_id(fid) or {}
payload = _feat_payload(fid, f, int(row["tier"]))
payload["unlocked_at"] = row["unlocked_at"]
out.append(payload)
return {"feats": out}
@app.post("/api/plugins/achievements/remove-me")
def post_remove_me():
# Local removal works offline: drop the synced flag so nothing re-syncs,
# and enqueue a wall removal (drained in PR3). The wall identity
# (player_hash) is resolved server-side at drain time, not stored here.
_, player_hash = _identity()
with _lock:
conn = _conn()
try:
conn.execute("UPDATE unlocks SET synced=0 WHERE cls='feat'")
# Enqueue a wall removal only when we have an identity to key it
# by; the drain worker (below) POSTs it. Idempotent server-side.
if player_hash:
conn.execute(
"INSERT INTO sync_queue(kind, payload, state) VALUES ('remove', ?, 'pending')",
(json.dumps({"player_hash": player_hash}),),
)
conn.commit()
return {"ok": True}
finally:
conn.close()
_maybe_start_drain()
log.info("achievements engine ready (%d feats, baseline v%s)",
len(_state["feat_defs"]), str(_state["baseline"].get("version", "?")))
def _feat_payload(fid, feat, tier):
titles = feat.get("tier_titles") or []
title = titles[tier] if 0 <= tier < len(titles) else feat.get("title", fid)
return {
"id": fid,
"cls": "feat",
"tier": tier,
"title": title,
"description": feat.get("description", ""),
"category": feat.get("category", "global"),
"secret": bool(feat.get("secret", False)),
}
def _earned_map(conn):
out = {}
for row in conn.execute(
"SELECT achievement_id, cls, disp_category, tier, unlocked_at FROM unlocks"
):
out[row["achievement_id"]] = {
"id": row["achievement_id"],
"cls": row["cls"],
"category": row["disp_category"],
"tier": int(row["tier"]),
"unlocked_at": row["unlocked_at"],
}
return out
+395
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@@ -0,0 +1,395 @@
/*
* Achievements & Feats of Power frontend engine (vanilla, constitution P-II).
*
* Renders into the two core Profile mount points (achievements epic):
* #v3-profile-feats-slot earned Feats trophy shelf (hidden-until-earned)
* #v3-profile-achievements-mount full competency catalogue (locked = greyed),
* grouped by instrument via a secondary pill row.
* Re-injects on every `v3:profile-rendered` (core wipes the mounts each render).
*
* Also exposes the cross-plugin registration API `window.feedBack.achievements`
* (v1) so source plugins (Virtuoso, notedetect, ) contribute competency defs +
* report unlocks without us hardcoding their vocabulary. Load-order safe via the
* `window.__feedBackAchievementsPending` queue + `achievements:ready` event.
*
* INTEGRATION LAW: Feats read activity counters only (we POST batched activity on
* song:ended); competency Achievements are evaluated from progression EVENTS only.
* The two paths never cross.
*/
(function () {
'use strict';
var API = '/api/plugins/achievements';
var bus = window.feedBack;
if (!bus) return; // bus must exist (capabilities.js); nothing to attach to.
var esc = function (s) {
return String(s == null ? '' : s).replace(/[&<>"']/g, function (c) {
return { '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c];
});
};
// ── State ────────────────────────────────────────────────────────────────
var registered = {}; // id -> def (contributed + expanded baseline defs)
var earned = {}; // id -> { tier, cls, category }
var baseline = null; // /catalog baseline blob
var CAT_KEY = 'achievements:profile-cat'; // P-III: plugin localStorage keys prefixed with plugin id
var INSTRUMENTS = ['guitar', 'bass', 'drums', 'keys'];
function progState() {
return (window.v3Progression && window.v3Progression.get()) || null;
}
function notedetectPresent() {
return typeof window.createNoteDetector === 'function';
}
// ── Backend I/O ──────────────────────────────────────────────────────────
function fetchJSON(path, opts) {
return fetch(API + path, opts).then(function (r) { return r.ok ? r.json() : null; }).catch(function () { return null; });
}
function postUnlock(def, tier) {
return fetch(API + '/report-unlock', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({
id: def.id, kind: def.kind || 'achievement',
category: def.category || 'global', sourceId: def.sourceId || 'achievements',
tier: tier || 0,
}),
}).then(function (r) { return r.ok ? r.json() : null; }).catch(function () { return null; });
}
function refreshEarned() {
return fetchJSON('/earned').then(function (data) {
earned = {};
((data && data.earned) || []).forEach(function (e) { earned[e.id] = e; });
});
}
// ── Tier math (mirrors engine.tier_index_for) ────────────────────────────
function tierIndexFor(tiers, value) {
var idx = -1;
(tiers || []).forEach(function (t, i) { if (value >= t) idx = i; });
return idx;
}
function alreadyEarnedAtLeast(id, tier) {
var e = earned[id];
return e && e.tier >= tier;
}
// ── Registration API (v1) ────────────────────────────────────────────────
function register(def) {
if (!def || !def.id) return;
registered[def.id] = {
id: def.id, kind: def.kind || 'achievement', category: def.category || 'global',
title: def.title || def.id, description: def.description || '',
secret: !!def.secret, sourceId: def.sourceId || 'unknown',
};
scheduleRender();
}
function registerAll(defs) { (defs || []).forEach(register); }
function unlock(id, opts) {
var def = registered[id] || { id: id, kind: 'achievement', category: 'global', sourceId: 'unknown' };
var tier = (opts && opts.tier) || 0;
if (alreadyEarnedAtLeast(id, tier)) return Promise.resolve();
return postUnlock(def, tier).then(function () {
return refreshEarned().then(function () {
// A contributed Feat unlock would enqueue a wall sync here when
// opted-in (PR2/PR3); competency never syncs (integration law).
scheduleRender();
});
});
}
function progress() { /* accepted, optional — display is greyed/earned, not bars */ }
var api = { version: 1, register: register, registerAll: registerAll, unlock: unlock, progress: progress };
bus.achievements = api;
// Drain sources that loaded before us (minigames pending-queue pattern).
try { (window.__feedBackAchievementsPending || []).forEach(function (fn) {
try { typeof fn === 'function' ? fn(api) : register(fn); } catch (_) { /* noop */ }
}); } catch (_) { /* noop */ }
window.__feedBackAchievementsPending = null;
try { bus.emit && bus.emit('achievements:ready', { version: 1 }); } catch (_) { /* noop */ }
// ── Baseline competency: evaluate from progression EVENTS only ────────────
function expandBaseline() {
// Register baseline defs (always present — built-in progression is always
// present) so they render greyed even before they're earned. Per-instrument
// templates expand across the REAL paths that exist (auto-extends).
if (!baseline) return;
(baseline.global || []).forEach(function (d) {
register({ id: d.id, kind: 'achievement', category: 'global', title: d.title,
description: d.description, sourceId: 'achievements' });
});
var paths = (progState() && progState().paths) || [];
var pathIds = paths.length ? paths.map(function (p) { return { id: p.id, name: p.name }; })
: INSTRUMENTS.map(function (i) { return { id: i, name: i.charAt(0).toUpperCase() + i.slice(1) }; });
(baseline.per_instrument || []).forEach(function (tpl) {
pathIds.forEach(function (pi) {
var inst = pi.name;
register({
id: tpl.id + ':' + pi.id, kind: 'achievement', category: pi.id,
title: (tpl.title || '').replace(/\{Inst\}/g, inst),
description: (tpl.description || '').replace(/\{Inst\}/g, inst),
sourceId: 'achievements',
});
});
});
}
function evaluateBaseline() {
var prog = progState();
if (!prog || !baseline) return;
var defById = {};
(baseline.global || []).forEach(function (d) { defById[d.id] = d; });
// mastery_rank → first_steps / ascendant
(baseline.global || []).forEach(function (d) {
var crit = d.criterion || {};
if (crit.type === 'mastery_rank') {
var ti = tierIndexFor(crit.tiers || d.tiers, prog.mastery_rank || 0);
if (ti >= 0) baselineUnlock(d.id, 'global', ti);
} else if (crit.type === 'paths_at_level') {
var n = ((prog.paths) || []).filter(function (p) { return (p.level || 0) >= (crit.level || 10); }).length;
var ti2 = tierIndexFor(crit.tiers || d.tiers, n);
if (ti2 >= 0) baselineUnlock(d.id, 'global', ti2);
}
});
// per-instrument path_rank → reach Lv 10/25/max in that path
var tpl = (baseline.per_instrument || []).filter(function (t) { return t.id === 'path_rank'; })[0];
if (tpl) {
((prog.paths) || []).forEach(function (p) {
var thresholds = (tpl.criterion && tpl.criterion.tiers) || [10, 25, 'max'];
var resolved = thresholds.map(function (t) { return t === 'max' ? (p.max_level || 9999) : t; });
var ti = tierIndexFor(resolved, p.level || 0);
if (ti >= 0) baselineUnlock('path_rank:' + p.id, p.id, ti);
});
}
}
function baselineUnlock(id, category, tier) {
if (alreadyEarnedAtLeast(id, tier)) return;
var def = registered[id] || { id: id, kind: 'achievement', category: category, sourceId: 'achievements' };
postUnlock(def, tier).then(function () { refreshEarned().then(scheduleRender); });
}
// Local calendar date 'YYYY-MM-DD' (one source of truth for both the
// steady-hands day ledger and the witching-night date below).
function localISODate(d) {
d = d || new Date();
return d.getFullYear() + '-' + String(d.getMonth() + 1).padStart(2, '0') + '-' + String(d.getDate()).padStart(2, '0');
}
// growth-streak + challenger record on real competency events (date ledger /
// distinct challenge sets) — kept as bookkeeping over EVENTS, never activity.
function recordGrowthDay() {
var iso = localISODate();
fetchJSON('/report-criterion', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ criterion_id: 'steady_hands_days', token: iso }),
}).then(function (res) {
if (!res) return;
var d = ((baseline && baseline.global) || []).filter(function (x) { return x.id === 'steady_hands'; })[0];
var ti = tierIndexFor((d && d.tiers) || [7, 30, 100], res.count || 0);
if (ti >= 0) baselineUnlock('steady_hands', 'global', ti);
});
}
// ── Activity (Feats): in-memory session counters, flushed on song:ended ───
var session = { notesTotal: 0 }; // cumulative across this sitting
// `active` gates note counting to an actual song in progress — without it,
// note:hit/miss from the tuner or input-calibration would inflate Feats from
// non-song input and flush a phantom streak with chart:null.
var song = { hits: 0, streak: 0, maxStreak: 0, chart: null, active: false };
function resetSong(chart) { song = { hits: 0, streak: 0, maxStreak: 0, chart: chart || null, active: true }; }
function flushActivity(seconds) {
if (!song.active) return; // no active song → nothing to flush (ignore stray events)
song.active = false;
// No notedetect → song.hits stays 0; notes-based Feats simply don't move
// (graceful degradation). song_done / seconds / chart still flow so the
// notedetect-free Feats (Road Warrior, Time Served, Encore) progress.
var hour = new Date().getHours();
var isNight = hour >= 2 && hour < 5;
var iso = localISODate();
var body = {
notes: song.hits,
session_notes: session.notesTotal,
in_song_streak: song.maxStreak,
song_done: 1,
seconds: Math.max(0, Math.round(seconds || 0)),
chart: song.chart,
night_session: isNight,
night_date: isNight ? iso : null,
};
fetchJSON('/activity', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify(body),
}).then(function (res) {
if (res && res.unlocked && res.unlocked.length) {
// A Feat just unlocked — refresh the shelf + toast via the bus.
fetchFeatsAndRender();
res.unlocked.forEach(function (f) {
try { bus.emit && bus.emit('achievements:feat-unlocked', f); } catch (_) { /* noop */ }
});
}
});
}
// ── Rendering ────────────────────────────────────────────────────────────
var _renderQueued = false;
function scheduleRender() {
if (_renderQueued) return;
_renderQueued = true;
(window.requestAnimationFrame || window.setTimeout)(function () { _renderQueued = false; renderAll(); }, 0);
}
function renderAll() {
renderCatalog();
fetchFeatsAndRender();
}
function categoriesForDisplay() {
var cats = [{ id: 'global', name: 'Global' }];
var paths = (progState() && progState().paths) || [];
if (paths.length) {
paths.forEach(function (p) { cats.push({ id: p.id, name: p.name }); });
} else {
// Fallback before progression loads: show the known instrument cats
// that actually have registered items.
INSTRUMENTS.forEach(function (i) {
if (Object.keys(registered).some(function (id) { return registered[id].category === i; })) {
cats.push({ id: i, name: i.charAt(0).toUpperCase() + i.slice(1) });
}
});
}
return cats;
}
function itemsForCategory(catId) {
return Object.keys(registered).map(function (id) { return registered[id]; })
.filter(function (d) { return (d.category || 'global') === catId; })
// Hide un-earned secret items (revealed only once earned).
.filter(function (d) { return !d.secret || earned[d.id]; });
}
function renderCatalog() {
var mount = document.getElementById('v3-profile-achievements-mount');
if (!mount) return;
// Hide the core empty-state note now that we own this mount.
var emptyNote = document.querySelector('[data-empty-for="v3-profile-achievements-mount"]');
if (emptyNote) emptyNote.style.display = 'none';
var cats = categoriesForDisplay();
var saved = null;
try { saved = localStorage.getItem(CAT_KEY); } catch (_) { /* noop */ }
// Default to the player's primary path (first path), fallback Global.
var primary = (progState() && progState().paths && progState().paths[0] && progState().paths[0].id) || 'global';
var active = cats.some(function (c) { return c.id === saved; }) ? saved
: (cats.some(function (c) { return c.id === primary; }) ? primary : 'global');
var pills = cats.map(function (c) {
var items = itemsForCategory(c.id);
var got = items.filter(function (d) { return earned[d.id]; }).length;
return '<button type="button" class="fb-ach-pill' + (c.id === active ? ' active' : '') +
'" data-cat="' + esc(c.id) + '">' + esc(c.name) +
' <span class="fb-ach-pill-badge">' + got + '/' + items.length + '</span></button>';
}).join('');
var items = itemsForCategory(active);
var list = items.length ? items.map(function (d) {
var got = !!earned[d.id];
var tier = got ? (earned[d.id].tier || 0) : -1;
return '<div class="fb-ach-item' + (got ? ' earned' : ' locked') + '">' +
'<div class="fb-ach-item-icon">' + (got ? '🏅' : '🔒') + '</div>' +
'<div class="fb-ach-item-body">' +
'<div class="fb-ach-item-title">' + esc(d.title) +
(got && tier > 0 ? ' <span class="fb-ach-tier">tier ' + (tier + 1) + '</span>' : '') + '</div>' +
'<div class="fb-ach-item-desc">' + esc(d.description) + '</div>' +
'</div></div>';
}).join('') : '<p class="fb-tabpanel-empty">No achievements in this category yet.</p>';
mount.innerHTML =
'<div class="fb-ach-pillrow">' + pills + '</div>' +
'<div class="fb-ach-list">' + list + '</div>';
mount.querySelectorAll('[data-cat]').forEach(function (b) {
b.addEventListener('click', function () {
try { localStorage.setItem(CAT_KEY, b.dataset.cat); } catch (_) { /* noop */ }
renderCatalog();
});
});
}
function fetchFeatsAndRender() {
return fetchJSON('/feats').then(function (data) { renderFeats((data && data.feats) || []); });
}
function renderFeats(feats) {
var slot = document.getElementById('v3-profile-feats-slot');
if (!slot) return;
if (!feats.length) { slot.innerHTML = ''; return; } // hidden-until-earned
var cards = feats.map(function (f) {
return '<div class="fb-feat-card" title="' + esc(f.description) + '">' +
'<div class="fb-feat-icon">🏆</div>' +
'<div class="fb-feat-title">' + esc(f.title) + '</div>' +
'<div class="fb-feat-desc">' + esc(f.description) + '</div>' +
'</div>';
}).join('');
// Opt-out users get a subtle wall hint linking to Settings (PR2 wires it).
var hint = '';
slot.innerHTML =
'<div class="bg-fb-card/80 backdrop-blur rounded-xl p-6 border border-fb-border/50">' +
'<h3 class="text-lg font-bold text-fb-text mb-3">Feats of Power</h3>' +
'<div class="fb-feat-shelf">' + cards + '</div>' + hint +
'</div>';
}
// ── Boot ─────────────────────────────────────────────────────────────────
function init() {
fetchJSON('/catalog').then(function (data) {
baseline = (data && data.baseline) || {};
((data && data.earned) && (earned = {}, Object.keys(data.earned).forEach(function (id) { earned[id] = data.earned[id]; })));
expandBaseline();
evaluateBaseline();
scheduleRender();
});
// Re-inject on every profile entry (core wipes the mounts each render).
document.addEventListener('v3:profile-rendered', function () { renderAll(); });
// Competency events → re-expand (paths may have appeared) + re-evaluate.
['progression:updated', 'progression:rank-changed', 'progression:path-level-up'].forEach(function (ev) {
bus.on && bus.on(ev, function () { expandBaseline(); evaluateBaseline(); });
});
// A real competency advance ticks the growth-streak day ledger.
['progression:rank-changed', 'progression:path-level-up', 'progression:challenge-completed'].forEach(function (ev) {
bus.on && bus.on(ev, function () { recordGrowthDay(); });
});
// challenger:<inst> — clearing a full level-up set for a path.
bus.on && bus.on('progression:path-level-up', function (e) {
var pid = e && e.detail && (e.detail.path_id || e.detail.id);
if (pid) baselineUnlock('challenger:' + pid, pid, 0);
});
// Activity (Feats) — in-memory counters, flushed once per song.
bus.on && bus.on('song:loading', function (e) {
resetSong(e && e.detail && e.detail.filename);
});
bus.on && bus.on('note:hit', function () {
if (!song.active) return; // ignore tuner/calibration note events
song.hits++; song.streak++; session.notesTotal++;
if (song.streak > song.maxStreak) song.maxStreak = song.streak;
});
bus.on && bus.on('note:miss', function () { if (song.active) song.streak = 0; });
bus.on && bus.on('song:ended', function (e) {
flushActivity(e && e.detail && (e.detail.time || e.detail.audioT));
});
// Song stopped/abandoned without a natural end → mark inactive so stray
// note events after it don't accrue against a phantom (chart:null) song.
bus.on && bus.on('song:stop', function () { song.active = false; });
}
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', init, { once: true });
} else {
init();
}
})();
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<!-- Achievements plugin — Privacy panel (mounts under the Settings "System" tab
via settings.category). Owns the wall opt-in toggle (bound to the core
`achievements_enabled` setting) + the self-serve "Remove me from the wall"
action. Default OFF — nothing publishes until the user opts in. -->
<div class="text-sm text-gray-300 space-y-4" data-ach-privacy>
<div>
<p>Your <strong>Achievements</strong> and <strong>Feats of Power</strong> live on your
<em>Profile</em> page and are local &amp; private by default.</p>
</div>
<label class="flex items-start gap-3 cursor-pointer">
<input type="checkbox" id="setting-achievements-enabled"
class="mt-1 h-4 w-4 rounded border-gray-600 bg-gray-800 text-sky-500 focus:ring-sky-500">
<span>
<span class="font-medium text-gray-200">Share my Feats of Power on the public wall</span>
<span class="block text-gray-400">Publishes only your display name and the rare
<strong>Feats</strong> you earn (activity milestones) — never songs, skills, or scores.
You can turn this off and remove yourself at any time.</span>
</span>
</label>
<div>
<button type="button" id="ach-remove-me"
class="px-3 py-1.5 rounded-md text-sm border border-red-500/40 text-red-300 hover:bg-red-500/10 transition">
Remove me from the wall
</button>
<span id="ach-remove-status" class="ml-2 text-xs text-gray-400"></span>
</div>
</div>
<script>
(function () {
var root = document.currentScript && document.currentScript.previousElementSibling;
// The panel re-injects on each Settings entry; bind once per element.
var toggle = document.getElementById('setting-achievements-enabled');
if (!toggle || toggle.dataset.wired === '1') return;
toggle.dataset.wired = '1';
// Hydrate from the authoritative server setting.
fetch('/api/settings').then(function (r) { return r.ok ? r.json() : {}; }).then(function (d) {
toggle.checked = d && d.achievements_enabled === true;
}).catch(function () { /* offline — leave unchecked */ });
toggle.addEventListener('change', function () {
var on = !!toggle.checked;
try { localStorage.setItem('achievementsEnabled', on ? '1' : '0'); } catch (_) {}
fetch('/api/settings', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ achievements_enabled: on }),
}).catch(function () { /* best-effort; revert on failure */ });
});
var removeBtn = document.getElementById('ach-remove-me');
var status = document.getElementById('ach-remove-status');
if (removeBtn) {
removeBtn.addEventListener('click', function () {
removeBtn.disabled = true;
if (status) status.textContent = 'Removing…';
fetch('/api/plugins/achievements/remove-me', { method: 'POST' })
.then(function (r) {
if (status) status.textContent = r.ok ? 'Removed. Your Feats stay on your Profile.' : 'Could not reach the server — try again.';
})
.catch(function () { if (status) status.textContent = 'Offline — queued; it will sync when you reconnect.'; })
.finally(function () { removeBtn.disabled = false; });
});
}
})();
</script>
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# Folder Library — AI Agent Guide
A FeedBack (fee[dB]ack) plugin that adds a **Folders** nav screen showing your `.sloppak` / `.feedpak` DLC songs grouped by the folder tree on disk. Create, rename, and delete folders (including **nested subfolders**) directly in the UI, move songs by drag-and-drop, and browse with sort and metadata filters.
> The host app is **FeedBack** (formerly "Slopsmith"). The frontend talks to the host through `window.feedBack`; `window.slopsmith` is a back-compat alias the host still exposes (`window.slopsmith = window.feedBack` in `static/app.js`). New code should prefer `window.feedBack`.
> ⚠️ **Status — bundled core plugin.** This plugin began as a standalone plugin and is now a bundled core plugin. `screen.js` has been unified into a **single surface factory** driving two entry points: the v3 library Folder view (host chrome — host search `#v3-search`/`#lib-filter`, host filter params, renders into `#lib-folder-tree`) and the classic v2 standalone Folders nav-tab (its own `#fb-search` + toolbar, renders into `#fb-tree`). **Folder search works on both surfaces** — typing in the relevant search box re-renders the tree. **Loose-folder songs** (directories with audio + an arrangement XML) are recognised as songs via the host `loosefolder.is_loose_song` predicate, so they appear in the tree alongside `.sloppak`/`.feedpak` bundles. Folder management, nested subfolders, collapsible folders + expand/collapse-all, drag-and-drop, move-song, sort, filters, and the hover metadata badges are wired on both surfaces; verify against a running build before relying on any of it.
## File Structure
```
plugin.json Plugin manifest — id, name, nav entry, file declarations ("bundled": true core plugin)
routes.py FastAPI backend — recursive DLC scan, folder tree + filters, folder/song mutations, two-level cache
screen.html Plugin screen content — injected by the host into the plugin div automatically
screen.js Frontend logic — recursive folder tree, search, sort, filters, drag-and-drop, modals
README.md User-facing docs
```
## Architecture
This plugin follows the standard FeedBack plugin pattern (see the repo-root `CLAUDE.md` for the full plugin system reference).
- **Backend** (`routes.py`) — registers routes under `GET/POST /api/plugins/folder_library/`. Uses `context["get_dlc_dir"]()`, `context["extract_meta"]()`, and `context["log"]`. Scans `<dlc>/sloppak/` if it exists, otherwise `<dlc>/`. Recursively walks the tree and handles create/rename/delete folder and move-song operations on slash-separated folder paths.
- **Frontend** (`screen.js`) — plain vanilla JS in an IIFE. Fetches the tree from the backend on screen load, recursively renders collapsible folder sections (any depth) and song rows or cards (grid view). Uses `window.feedBack.on('screen:changed', ...)` (via the `window.slopsmith` alias) to trigger load when the user navigates here. Calls `window.playSong(filename)` on song click with the full relative path from the DLC root.
- **No dependencies** — no npm, no build step. Tailwind utility classes available globally from the host; the plugin uses only core-guaranteed utilities and inline styles, so it ships **no** `styles` manifest key.
## Critical Layout Lessons (Hard-Won)
These are non-obvious behaviours of the FeedBack desktop app (Electron) that took significant debugging to discover. They still apply unchanged.
### 1. Do NOT put an outer wrapper div in screen.html
The host automatically creates `<div id="plugin-folder_library" class="screen">` and injects `screen.html` content inside it. If you add your own outer div with `class="screen"`, you get a nested screen element which gets `display:none` applied, hiding all content.
**Wrong:**
```html
<div id="plugin-folder_library" class="screen">
<div>toolbar</div>
<div>content</div>
</div>
```
**Correct:**
```html
<!-- no outer wrapper — the host provides it -->
<div>toolbar</div>
<div>content</div>
```
### 2. The .screen CSS class sets display:none by default
`.screen { display: none }` and `.screen.active { display: block }`. There is no height set. The screen div gets its height purely from its content. Do not try to set height via CSS classes — use inline styles or JS if needed.
### 3. The host navbar is position:fixed with z-index:50
The navbar sits at `top:0, z-index:50`. Plugin toolbars must use `position:fixed; top:64px; z-index:40` to sit below the navbar. Use a solid `background-color` (not Tailwind bg classes — those may not apply correctly) to prevent content showing through.
### 4. Content must have padding-top to clear the fixed toolbar
Since the toolbar is `position:fixed`, it floats above the content. The content container needs enough `padding-top` (~120px) to ensure the first item isn't hidden behind the toolbar — the host navbar (64px) plus the plugin toolbar height (~56px). Adding more toolbar buttons increases this height, so if content is clipped, increase the padding further.
### 5. Electron blocks window.prompt() and window.confirm()
The desktop app is built on Electron, which throws `Error: prompt() is not supported`. Use a custom inline modal instead. See `_showModal()` in `screen.js` — it returns a Promise and supports both text input and confirm modes.
### 6. The nav plugin dropdown has z-index:50 and blocks clicks
When navigating to a plugin screen via the Plugins dropdown, the dropdown stays open and sits on top of the screen. Call `_closeDropdown()` on screen load to dismiss it. The dropdown element id is `plugin-dropdown`.
### 7. playSong() expects a relative path from the DLC root
`window.playSong()` expects the path relative to the DLC root with forward slashes, e.g. `sloppak/CH/Artist - Title.sloppak`. Not just the filename. The backend builds this in `_meta()` via `"/".join(p.relative_to(dlc).parts)` and returns it as each song's `filename`.
### 8. FastAPI POST routes need `from fastapi import Request`
Routes that receive a JSON body must import `Request` from fastapi explicitly and use `async def route(request: Request)` with `body = await request.json()`. Missing this import crashes the server on plugin load.
### 9. Plugin id must be consistent everywhere
The plugin id (`folder_library`) must match in:
- `plugin.json``"id"` and `"nav.screen"`
- `screen.js``PLUGIN_ID` constant and `API` constant (`/api/plugins/folder_library`)
- `routes.py``APIRouter(prefix="/api/plugins/folder_library")`
A mismatch in any of these causes silent failures (blank screen, 404 API calls).
### 10. Use inline styles for grid layout, not Tailwind
Tailwind's `grid` and `grid-cols-*` classes may not apply reliably inside the plugin div. Use `element.style.cssText` with explicit `display:grid; grid-template-columns:...` for the grid container.
## Key Conventions
- **IIFE + `'use strict'`** — all frontend code wrapped in `(function(){ 'use strict'; ... })();`
- **localStorage prefixes** — plugin keys are prefixed `fo:` (e.g. `fo:view`, `fo:sort`, `fo:filters`); host-library-synced filter state uses `fo:lib:`. Open-folder state is tracked by **folder path** (so nested folders each remember their own state).
- **Safe storage access** — all `localStorage` reads/writes wrapped in try/catch
- **Logging** — backend uses `context["log"]`, never `print()`
- **Sibling imports** — use `context["load_sibling"]("name")` not bare `import name` (none needed today; keep this in mind if you add helper modules)
## Song Formats
The plugin treats both `.sloppak` and `.feedpak` as songs (`_is_song()` in `routes.py`). `feedpak` is the published name for the same on-disk format the codebase still calls `sloppak` internally — see the repo-root `CLAUDE.md`. Both file form (`.sloppak`/`.feedpak` zip) and directory form (`*.sloppak/` folder) are recognized.
## Backend Routes
| Method | Path | Description |
|--------|------|-------------|
| GET | `/api/plugins/folder_library/tree` | Returns the folder tree. Accepts optional filter query params (below) applied server-side. |
| POST | `/api/plugins/folder_library/folder/create` | Body: `{name, parent?}` — creates a subfolder; `parent` (slash path) nests it inside an existing folder, omit/empty for top level |
| POST | `/api/plugins/folder_library/folder/rename` | Body: `{old, new}``old` is a slash path, `new` is a bare name; renames within the same parent |
| POST | `/api/plugins/folder_library/folder/delete` | Body: `{name}` (slash path) — moves all songs at any depth to the scan root, then removes the folder |
| POST | `/api/plugins/folder_library/song/move` | Body: `{filename, folder}` — moves a song to `folder` (slash path; empty = scan root / "Unsorted") |
### `/tree` filter query params
All optional, applied server-side over the cached full tree by `_apply_tree_filters()`. Comma-separated, case-insensitive:
- `arrangements_has`, `arrangements_lacks` — include/exclude by arrangement name
- `stems_has`, `stems_lacks` — include/exclude by stem name
- `has_lyrics``""` (any), `"1"`, or `"0"`
- `tunings` — comma-separated tuning names to include
The frontend forwards the host library's active filter params here (via `window.feedBackLibFilterParams()` when present, with `window.slopsmithLibFilterParams()` as a legacy fallback) so the Folders view can stay in sync with the main library filters, falling back to its own filter panel state otherwise.
### Path safety
`_safe_name()` rejects empty names, leading/trailing whitespace, the characters `\ / : * ? " < > |`, and `.`/`..`. `_safe_path()` applies `_safe_name()` to every slash-separated segment, so traversal (`..`) and absolute paths are rejected before any filesystem op. Always validate user-supplied folder paths through these before touching disk.
## Tree Shape
`/tree` returns:
```json
{
"folders": [
{
"name": "CH",
"path": "CH",
"songs": [ /* song objects */ ],
"children": [
{ "name": "Live", "path": "CH/Live", "songs": [], "children": [] }
]
}
],
"root_songs": [ /* songs sitting directly in the scan root — shown as "Unsorted" */ ]
}
```
Folder nodes are **recursive**: each has `name`, `path` (slash-separated, relative to the scan root), `songs`, and `children`. The frontend renders any depth — `_findFolderByPath()`, `_countDeep()`, and `_countFoldersDeep()` walk the `children` arrays.
## Song Metadata Format
Each song object (built by `_meta()`):
```json
{
"filename": "sloppak/CH/Artist - Title.sloppak",
"title": "Title",
"artist": "Artist",
"album": "Album Name",
"duration": 213.5,
"year": 1993,
"tuning": "E Standard",
"added": 1748132400.0,
"arrangements": ["Lead", "Rhythm", "Bass"],
"stems": ["Drums", "Bass", "Vocals"],
"lyrics": true
}
```
- `filename` is the full relative path from the DLC root — pass it directly to `window.playSong()`.
- `added` is a Unix timestamp (float, seconds) from `stat().st_mtime` — convert with `new Date(added * 1000)`. Always recomputed fresh (it changes when a file moves), even on a metadata-cache hit.
- `arrangements` / `stems` are flat lists of **strings**, even though `extract_meta()` returns them as objects.
### extract_meta returns arrangements/stems as objects, not strings
`context["extract_meta"]()` returns arrangements as a list of objects `{index, name, notes}`, not plain strings; stems similarly. `_meta()` normalizes to `.name`:
```python
raw_arr = raw.get("arrangements") or []
m["arrangements"] = [
a["name"] if isinstance(a, dict) else str(a)
for a in raw_arr
if (isinstance(a, dict) and "name" in a) or isinstance(a, str)
]
```
`lyrics` is coerced to a bool from several possible keys (`lyrics`, `hasLyrics`, `has_lyrics`, …). If you add new metadata fields from `extract_meta`, check the raw shape before assuming it's a plain value.
## Two-Level Cache
`routes.py` keeps two caches inside `setup()`:
- **`_meta_cache`** — expensive `extract_meta()` results keyed by absolute POSIX path. **Never cleared.** When files move (rename/delete/move), the keys are rewritten in-place so the warm data survives the operation.
- **`_cache`** — the assembled tree structure (`folders` / `root_songs`). Cleared by `_invalidate()` on **every** mutation so the next `/tree` rebuilds it — but the rebuild is fast because `_meta_cache` is still warm.
`filename` and `added` are deliberately **not** stored in `_meta_cache` (they depend on the file's current location) — they're recomputed on every `_meta()` call and merged onto the cached copy. When you add a mutation route, mirror the existing key-rewrite logic (see `rename_folder`, `delete_folder`, `move_song`) so the metadata cache stays valid.
## Folder Scan Logic
`routes.py` scans recursively starting at `<dlc>/sloppak/` (or `<dlc>/` if no `sloppak` subdir exists):
- Files/dirs matching `.sloppak` or `.feedpak` → song entries (root-level ones go to `root_songs`, shown as "Unsorted")
- Subdirectories → recursive folder nodes with their own `songs` + `children`
- Dot-prefixed entries are skipped; empty folders are still included (shown with a 0 count)
To add more grouping options (by artist, album, etc.), build an alternative projection over the scanned songs rather than the on-disk tree.
## Library provider (future, not implemented)
This plugin surfaces folders as a dedicated **view** over the existing library;
it does not (yet) register itself as a selectable library **source/provider**.
If you want a "Folders" entry to appear in the host's main library-source
picker (mapping top-level folder → "artist", subfolder → "album"), implement a
provider exposing the source-aware contract (`query_page`, `query_artists`,
`query_stats`, `tuning_names`) and register it in `setup()` via
`context["register_library_provider"](...)`, unregistering on teardown. (An
earlier inert `FolderLibraryProvider` scaffold was removed — it was never wired
and only duplicated the scan logic; re-add it only alongside real registration
and tests.)
## View Modes (List / Grid)
The toolbar has a list/grid toggle. Current view is stored in `localStorage` under `fo:view` (`'list'` or `'grid'`).
- **List view**`_songRow()`, rendered inside a `ml-5 space-y-0` div
- **Grid view**`_songCard()`, rendered inside a CSS grid div (`auto-fill, minmax(150px,1fr)`)
- Both the folder and unsorted section renderers branch on `_view` to pick the right renderer and container
- Album art is fetched via `/api/song/<encoded-path>/art` where each path segment is individually `encodeURIComponent`-encoded. On error the `<img>` is hidden and a placeholder SVG is shown
- The collapse/expand toggle restores `display:grid` (not just `display:''`) when reopening a folder in grid mode — always check this when changing toggle logic
### Lazy folder rendering
Folders do **not** render their song list on initial load. The folder renderer sets a `_listPopulated` flag and only populates the list the first time a folder is opened, keeping the initial render fast with large libraries. When search is active all folders are forced open and populated immediately (search overrides lazy loading).
## Sort System
The toolbar has a sort select (`#fb-sort`) and a direction toggle (`#fb-sort-dir`). State is stored under `fo:sort` and `fo:sortDir`.
- `_sort``'default' | 'title' | 'artist' | 'duration' | 'year' | 'tuning' | 'added'`
- `_sortDir``'asc' | 'desc'`
- `_sortSongs(songs)` returns a sorted copy; direction is applied by reversing after sort. Returns the array unchanged when `_sort === 'default'`.
- The sort direction button is dimmed (`opacity: 0.35`) and non-interactive when sort is `'default'`.
## Filter System
Client-side filters are stored under `fo:filters` as a JSON object. (The server `/tree` endpoint can also filter — see Backend Routes — used to sync with the host library.)
### Filter state shape
```js
_filters = {
arrangements: { Lead: 'on', Bass: 'exclude', Rhythm: 'off' },
stems: { Drums: 'off' },
lyrics: 'off', // 'off' | 'on' | 'exclude'
tunings: ['E Standard', 'Eb Standard'],
}
```
Each arrangement/stem value is `'off' | 'on' | 'exclude'`.
### Include vs exclude logic
`_matchFilters(song)` uses **OR logic for includes, AND logic for excludes**:
- **Include (`'on'`)** — song passes if it has *at least one* selected arrangement/stem. More includes widens the result set.
- **Exclude (`'exclude'`)** — each excluded tag independently removes songs that have it. More excludes narrows the result set.
This matches standard multi-select filter UX (Spotify/library style).
### Data-driven filter panel
All filter sections are built from the actual library data — nothing is hardcoded:
- `_getArrangements()` — unique arrangement names sorted by frequency (most common first), then alphabetically
- `_getStems()` — same pattern for stem names
- `_getAvailableFilters()` — returns `{ arrangements, stems, lyrics, tuning }` booleans gating the lyrics/tuning sections
Non-standard arrangement names (e.g. `"Bonus"`) appear as pills automatically — no constants to update. The stems section only appears if at least one song has stems data.
### Split pill UI
`_makeSplitPill(label, state, onChange)` renders a two-zone pill:
- Left zone (label) — toggles `'off' ↔ 'on'` (include, blue)
- Right zone (`✕`) — toggles `'off' ↔ 'exclude'` (exclude, red)
The filter badge (`#fb-filter-badge`) shows the active filter count via `_activeFilterCount()`.
## Hover Badges
Each song row/card has two hidden hover-reveal layers, built once and toggled via CSS `max-height` + `opacity` transitions.
### `_badge(text, active, type)`
Renders a single metadata badge. Type controls the inactive colour:
| type | inactive border | inactive text |
|---|---|---|
| `'arrangement'` | amber `#92400e` | amber `#fcd34d` |
| `'stem'` | violet `#5b21b6` | violet `#c4b5fd` |
| `'lyrics'` | rose `#9f1239` | rose `#fda4af` |
| `'tuning'` | teal `#0f766e` | teal `#5eead4` |
Active state is always blue (`#1d4ed8` fill, `#3b82f6` border, white text) regardless of type.
### `_buildSongBadges(song)`
Builds the badge row (arrangements, stems, lyrics, tuning), deduplicating within each category. Clicking a badge toggles that filter on/off and re-renders. Returns `null` if the song has no filterable metadata.
### `_buildSongDateInfo(song)`
Builds a separate plain-text hover line showing `year · date added` (e.g. `1993 · 24 May 2026`), `#cbd5e1` text. Always shown on hover regardless of filter state.
### Reveal / hide
```js
_revealBadges(el) // max-height:120px, opacity:1, margin-top:4px
_hideBadges(el) // max-height:0, opacity:0, margin-top:0
```
Both badge layers (badges + date-info) are wired to the same `mouseenter`/`mouseleave` events on the row or card element.
## Drag-and-Drop
Drag-and-drop uses **pointer events** (mousedown/mousemove/mouseup), not the HTML5 DnD API. HTML5 DnD blocks wheel events and gives unreliable edge positions inside Electron — pointer events give full control.
- `_makeDraggable(el, song, folderName)` — attaches a `mousedown` listener. A drag goes "live" only after the pointer moves more than `_DRAG_THRESH` (5 px), preventing accidental drags on clicks.
- Once live, a ghost `div` follows the cursor. Auto-scroll activates when the pointer is within `_DRAG_ZONE` (150 px) of the viewport top/bottom.
- `_makeDropTarget(el, targetFolder)` — sets `data-dropFolder` so an element can receive drops. Both folder headers and song-list containers are drop targets — including **nested** folders (drop onto a subfolder header moves the song there).
- `_dragFindTarget(x, y)` — uses `document.elementsFromPoint` to find the topmost element with `data-dropFolder` under the cursor.
- **Esc to cancel**`_onDragKeyDown` calls `_endPointerDrag()` on `Escape`, removing the ghost and clearing state without dropping.
- On a successful drop, `_executeDrop()` does an **optimistic UI update** (moves the song in the in-memory tree and re-renders) then calls `/song/move`. On API failure it reloads the full tree.
- A one-time `click` capture listener after mouseup suppresses the post-drag click so it doesn't trigger playback.
## Modal Behaviour
`_showModal(msg, withInput, defaultVal)` is the custom modal used for all prompts and confirms (Electron blocks `window.prompt()` / `window.confirm()`). It returns a Promise.
- `_confirm(msg)` — resolves `true` on OK, `null` on cancel
- `_prompt(msg, default)` — resolves the trimmed input string on OK, `null` on cancel
- **Esc cancels** — resolves with `null`, same as Cancel (applies to rename, delete, create folder/subfolder, move song)
- **Enter confirms** — submits, equivalent to OK
## Roadmap
Implemented since the original release: **nested subfolders** (recursive tree + create-inside-folder), drag-and-drop, sort, advanced filtering, server-side tree filtering synced to the host library, and the warm metadata cache.
Not yet implemented, in rough priority order:
- **Auto-play on hover** — with an on/off toggle saved to localStorage.
- **Bulk move** — multi-select songs and move them all at once.
- **Thumbnail performance** — faster loading and smoother scrolling with large libraries.
- **Adjustable thumbnail/row sizes** — user-resizable song cards and list rows.
- **Custom themes** — switchable colour schemes.
- **Favoriting songs** — likely a new backend route plus a `fo:favorites` localStorage key.
- **Editing song metadata** — edit title, artist, album etc. in-plugin; needs new backend write routes.
- **Folders as a library source** — register a library provider so a "Folders" entry appears in the host's main library-source picker (see "Library provider (future)" above).
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# Folder Library — FeedBack Plugin
![Core plugin](https://img.shields.io/badge/fee%5BdB%5Dack-core%20plugin-blue)
![Platform](https://img.shields.io/badge/platform-fee%5BdB%5Dack-darkblue)
A FeedBack (fee[dB]ack) plugin that organizes your `.sloppak` / `.feedpak` DLC songs into a folder tree, grouped by the folders on disk. Browse your whole library visually with album art, nest folders as deep as you like, switch between list and grid layouts, and manage folders without ever leaving the app.
---
## Screenshots
![Grid view](assets/grid-view.webp)
*Grid view — album art cards with title and artist*
![Grid search](assets/grid-search.png)
*Live search filters instantly across all folders*
![List view](assets/list-view.png)
*List view — compact rows with album art thumbnails and duration*
![New folder](assets/new-folder.png)
*Create and manage folders directly in the UI*
---
> **Status — migrating to core.** Folder Library is being reworked from a standalone plugin into a bundled core plugin, and several previously-shipped features are not currently wired up in core (see the Roadmap). The list below reflects what works today; if something here is wrong, it's because this rework is still in progress.
## Features
- **List & Grid views** — toggle between a compact list with thumbnails or a full album art card grid
- **Album art** — pulls art automatically for every song in both views
- **One-click playback** — click any song to start playing immediately
- **Sort options** — sort songs by title, artist, duration, year, tuning, or recently added with an asc/desc toggle
- **Advanced filters** — filter by arrangements, stems, lyrics, and tuning with include and exclude support
- **Folder management** — create, rename, and delete folders without leaving the plugin
- **Nested subfolders** — organize as deep as you want; create a subfolder inside any folder, expand/collapse a whole branch in one click
- **Collapsible folders** — expand/collapse individual folders, plus Expand All / Collapse All
- **Move songs** — reassign any song to a different folder on the fly; press `Esc` to cancel
- **Drag-and-drop** — drag songs between folders (including into nested folders) with smooth auto-scroll; press `Esc` to cancel
- **Fast with big libraries** — folder song lists render lazily and metadata is cached so reopening folders is instant
---
## Installation
Folder Library ships bundled with FeedBack as a core plugin (`"bundled": true`), so there's nothing to install — the **Folders** screen appears in the navbar under **Plugins** automatically.
---
## Usage
| Action | How |
|--------|-----|
| Switch to grid view | Click the grid icon in the toolbar |
| Switch to list view | Click the list icon in the toolbar |
| Play a song | Click any song row or card |
| Sort songs | Use the sort dropdown in the toolbar |
| Toggle sort direction | Click the arrow button next to the sort dropdown |
| Open filters | Click the filter icon in the toolbar |
| Filter by arrangement/stem | Open filters → click a pill to include; click `✕` to exclude |
| Clear all filters | Open filters → click "Clear all" |
| Create a folder | Click the folder+ icon in the toolbar |
| Create a subfolder | Hover a folder header → click the new-subfolder icon |
| Rename a folder | Hover the folder header → click the pencil icon |
| Delete a folder | Hover the folder header → click the trash icon (songs move up to Unsorted) |
| Move a song | Hover the song row → click the folder icon |
| Drag a song to a folder | Click and hold a song → drag to a folder header or body (nested folders work too) |
| Cancel a drag | Press `Esc` while holding a song |
| Cancel a move dialog | Press `Esc` in the move prompt |
| Expand / collapse a folder | Click the folder header |
| Expand / collapse all subfolders | Use the expand/collapse-children buttons on a folder with subfolders |
---
## Changelog
Folder Library started life as a standalone plugin with its own version line, but it's now a **bundled core plugin** that ships with FeedBack. Its changes are tracked alongside the app in the repo-root [CHANGELOG.md](../../CHANGELOG.md), and it versions with the app rather than on its own. The **Features** section above reflects what's in the current build.
---
## Roadmap
- [ ] Auto play song on hover (with an on/off toggle)
- [ ] Bulk move — select multiple songs and move them at once
- [ ] Thumbnail performance — faster loading and smoother scrolling with large song libraries
- [ ] Adjustable thumbnail and row sizes — resize song cards and list rows to suit your preference
- [ ] Custom themes — switch between colour schemes to match your style
- [ ] Favoriting songs
- [ ] Editing song metadata
---
## Contributing
Pull requests are welcome. For major changes please open an issue first to discuss what you'd like to change.
1. Fork the repo
2. Create a feature branch (`git checkout -b feature/your-feature`)
3. Commit your changes
4. Push to the branch and open a pull request
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{
"id": "folder_library",
"name": "Folder Library",
"version": "1.8.0",
"bundled": true,
"nav": { "label": "Folders", "screen": "plugin-folder_library" },
"screen": "screen.html",
"script": "screen.js",
"routes": "routes.py"
}
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"""
Folder Library plugin routes.py
Surfaces the DLC folder structure as a navigable tree and provides in-app
folder management (create / rename / delete) and song moves. Every filesystem
mutation is confined to DLC_DIR and validated against path traversal.
"""
from pathlib import Path
from fastapi import APIRouter, Request
from fastapi.responses import JSONResponse
import shutil
import re
# ── Pure, testable helpers ─────────────────────────────────────────────────
_UNSAFE_NAME_RE = re.compile(r'[\\/:*?"<>|]')
def _safe_name(name: str) -> bool:
"""A single path segment is safe: no separators, no traversal dot-names,
no surrounding whitespace, no characters illegal across filesystems."""
if not name or name.strip() != name:
return False
if _UNSAFE_NAME_RE.search(name):
return False
if name in (".", ".."):
return False
return True
def _safe_path(path_str: str) -> bool:
"""A slash-separated path is safe iff every segment is a safe name."""
if not path_str:
return False
return all(_safe_name(p) for p in path_str.split("/"))
def _is_within(root: Path, candidate: Path) -> bool:
"""True iff ``candidate`` resolves to a location inside ``root`` (after
normalising ``..`` and symlinks). Containment backstop for file moves so a
crafted filename can't escape DLC_DIR even past the segment validator."""
try:
candidate.resolve().relative_to(root.resolve())
return True
except (ValueError, OSError):
return False
def _path_to_dir(root: Path, folder_path: str) -> Path:
"""Resolve a slash-separated folder path relative to ``root``."""
result = root
for part in folder_path.split("/"):
result = result / part
return result
def _load_is_loose_song():
"""The host's authoritative loose-folder predicate (lib/loosefolder.py),
imported lazily so the plugin still loads if it's ever unavailable. A
loose-folder song is a directory carrying audio + an arrangement XML rather
than a ``.sloppak`` bundle, so the plain suffix check below misses it."""
try:
from loosefolder import is_loose_song
return is_loose_song
except Exception:
return None
_IS_LOOSE_SONG = _load_is_loose_song()
def _is_song(p: Path) -> bool:
"""A song carrier is a ``.sloppak`` / ``.feedpak`` file or directory-form
bundle (extension on the leaf name), or a host-recognised loose-folder song
directory so loose-folder charts surface in the tree like any other song
instead of being walked into as if they were ordinary folders."""
if p.suffix.lower() in (".sloppak", ".feedpak"):
return True
if _IS_LOOSE_SONG is not None and p.is_dir():
try:
return bool(_IS_LOOSE_SONG(p))
except Exception:
return False
return False
def setup(app, context):
log = context["log"]
router = APIRouter(prefix="/api/plugins/folder_library")
# ── Two-level cache ────────────────────────────────────────────────
# _meta_cache — expensive extract_meta() results keyed by abs path
# (as_posix() string). Never cleared; keys are updated
# in-place when files are moved so the data stays valid.
# _cache — tree structure ("folders" / "root_songs"). Cleared on
# every mutation so the next /tree request rebuilds it —
# but that rebuild is now fast because _meta_cache is warm.
_cache = {} # "tree" → JSONResponse-ready dict
_meta_cache = {} # abs_posix_path → extracted meta (no filename/added)
def _invalidate():
"""Clear the tree structure cache only. _meta_cache is preserved."""
_cache.clear()
def _dlc_root() -> Path | None:
try:
return Path(context["get_dlc_dir"]())
except Exception:
return None
def _scan_root(dlc: Path) -> Path:
sloppak = dlc / "sloppak"
return sloppak if sloppak.exists() else dlc
def _meta(p: Path, dlc: Path) -> dict:
# filename and added are always computed fresh — they change when files move.
try:
filename = "/".join(p.relative_to(dlc).parts)
except ValueError:
filename = p.name
added = None
try:
added = p.stat().st_mtime
except Exception:
pass
# Return cached extracted metadata if available.
cache_key = p.as_posix()
if cache_key in _meta_cache:
m = dict(_meta_cache[cache_key]) # shallow copy
m["filename"] = filename
m["added"] = added
return m
# Cache miss — run the expensive extract.
m = {"title": None, "artist": None, "album": None, "duration": None,
"year": None, "tuning": None, "arrangements": [], "stems": [], "lyrics": False}
try:
raw = context["extract_meta"](p)
if raw:
m["title"] = raw.get("title") or raw.get("name")
m["artist"] = raw.get("artist") or raw.get("artistName")
m["album"] = raw.get("album") or raw.get("albumName")
m["duration"] = raw.get("duration")
m["year"] = raw.get("year")
m["tuning"] = raw.get("tuning")
# arrangements — objects with a "name" key e.g. [{name:"Lead",...}, ...]
raw_arr = raw.get("arrangements") or []
if isinstance(raw_arr, (list, tuple)):
m["arrangements"] = [
a["name"] if isinstance(a, dict) else str(a)
for a in raw_arr
if (isinstance(a, dict) and "name" in a) or isinstance(a, str)
]
# stems — may also be objects with a "name" key, same as arrangements
raw_stems = raw.get("stems") or []
for _key in ("stems", "stem_types", "available_stems", "stemTypes"):
_v = raw.get(_key)
if _v:
raw_stems = _v
break
if isinstance(raw_stems, (list, tuple)):
m["stems"] = [
a["name"] if isinstance(a, dict) else str(a)
for a in raw_stems
if (isinstance(a, dict) and "name" in a) or isinstance(a, str)
]
# lyrics — try common key variants
for _key in ("lyrics", "hasLyrics", "has_lyrics", "lyric", "hasLyric"):
_val = raw.get(_key)
if _val is not None:
if isinstance(_val, str):
m["lyrics"] = _val.lower() not in ("", "false", "no", "0")
else:
m["lyrics"] = bool(_val)
break
except Exception as exc:
log.debug("meta failed for %s: %s", p.name, exc)
if not m["title"]:
m["title"] = p.stem
_meta_cache[cache_key] = m # store without filename/added
result = dict(m)
result["filename"] = filename
result["added"] = added
return result
def _scan_dir(path: Path, root: Path, dlc: Path) -> dict:
"""Recursively scan a directory and return a folder node."""
songs = []
children = []
try:
for entry in sorted(path.iterdir(), key=lambda p: p.name.lower()):
if entry.name.startswith("."):
continue
if _is_song(entry):
songs.append(_meta(entry, dlc))
elif entry.is_dir():
children.append(_scan_dir(entry, root, dlc))
except PermissionError:
log.warning("permission denied: %s", path)
try:
rel = path.relative_to(root)
folder_path = "/".join(rel.parts)
except ValueError:
folder_path = path.name
return {
"name": path.name,
"path": folder_path,
"songs": songs,
"children": children,
}
def _apply_tree_filters(tree, arrangements_has="", arrangements_lacks="",
stems_has="", stems_lacks="", has_lyrics="", tunings=""):
"""Filter a cached tree dict by arrangement/stem/lyrics/tuning params.
The cache always holds the full unfiltered tree; this is applied per-request."""
def _split(s):
return [x.strip().lower() for x in s.split(",") if x.strip()] if s else []
arr_has = _split(arrangements_has)
arr_lacks = _split(arrangements_lacks)
st_has = _split(stems_has)
st_lacks = _split(stems_lacks)
tun_set = set(_split(tunings))
lyr = None if has_lyrics == "" else (has_lyrics == "1")
if not any([arr_has, arr_lacks, st_has, st_lacks, tun_set, lyr is not None]):
return tree # no filters active — return as-is
def _song_ok(s):
arrs = [a.lower() for a in (s.get("arrangements") or [])]
stms = [x.lower() for x in (s.get("stems") or [])]
if arr_has and not any(a in arrs for a in arr_has): return False
if arr_lacks and any(a in arrs for a in arr_lacks): return False
if st_has and not any(x in stms for x in st_has): return False
if st_lacks and any(x in stms for x in st_lacks): return False
if lyr is not None and bool(s.get("lyrics")) != lyr: return False
if tun_set and (s.get("tuning") or "").lower() not in tun_set: return False
return True
def _filter_node(node):
return {
"name": node["name"],
"path": node["path"],
"songs": [s for s in node["songs"] if _song_ok(s)],
"children": [_filter_node(c) for c in node.get("children", [])],
}
return {
"folders": [_filter_node(f) for f in tree["folders"]],
"root_songs": [s for s in tree["root_songs"] if _song_ok(s)],
}
@router.get("/tree")
def get_tree(
arrangements_has: str = "",
arrangements_lacks: str = "",
stems_has: str = "",
stems_lacks: str = "",
has_lyrics: str = "",
tunings: str = "",
):
if "tree" not in _cache:
dlc = _dlc_root()
if not dlc or not dlc.exists():
return JSONResponse({"folders": [], "root_songs": [],
"error": "DLC directory not found"})
root = _scan_root(dlc)
log.info("folder_library: scanning %s", root)
folders = []
root_songs = []
try:
for entry in sorted(root.iterdir(), key=lambda p: p.name.lower()):
if entry.name.startswith("."):
continue
if _is_song(entry):
root_songs.append(_meta(entry, dlc))
elif entry.is_dir():
folders.append(_scan_dir(entry, root, dlc))
except PermissionError:
return JSONResponse({"folders": [], "root_songs": [],
"error": "Permission denied"})
_cache["tree"] = {"folders": folders, "root_songs": root_songs}
result = _apply_tree_filters(
_cache["tree"], arrangements_has, arrangements_lacks,
stems_has, stems_lacks, has_lyrics, tunings,
)
return JSONResponse(result)
@router.post("/folder/create")
async def create_folder(request: Request):
body = await request.json()
name = (body.get("name") or "").strip()
parent = (body.get("parent") or "").strip()
if not _safe_name(name):
return JSONResponse({"error": "Invalid folder name"}, status_code=400)
if parent and not _safe_path(parent):
return JSONResponse({"error": "Invalid parent path"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
root = _scan_root(dlc)
parent_dir = _path_to_dir(root, parent) if parent else root
if parent and not parent_dir.exists():
return JSONResponse({"error": "Parent folder not found"}, status_code=404)
target = parent_dir / name
if target.exists():
return JSONResponse({"error": "Folder already exists"}, status_code=400)
try:
target.mkdir(parents=False)
_invalidate()
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
@router.post("/folder/rename")
async def rename_folder(request: Request):
body = await request.json()
old = (body.get("old") or "").strip()
new = (body.get("new") or "").strip()
if not _safe_path(old) or not _safe_name(new):
return JSONResponse({"error": "Invalid folder name"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
root = _scan_root(dlc)
src = _path_to_dir(root, old)
dst = src.parent / new # rename within the same parent
if not src.exists():
return JSONResponse({"error": "Folder not found"}, status_code=404)
if dst.exists():
return JSONResponse({"error": "Name already taken"}, status_code=400)
try:
# Pre-compute meta cache key updates (keys change because the
# folder path changes — all files under src get a new prefix).
old_prefix = src.as_posix() + "/"
new_prefix = dst.as_posix() + "/"
meta_updates = {
key: new_prefix + key[len(old_prefix):]
for key in list(_meta_cache)
if key.startswith(old_prefix)
}
src.rename(dst)
_invalidate()
for old_key, new_key in meta_updates.items():
if old_key in _meta_cache:
_meta_cache[new_key] = _meta_cache.pop(old_key)
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
@router.post("/folder/delete")
async def delete_folder(request: Request):
body = await request.json()
name = (body.get("name") or "").strip()
if not _safe_path(name):
return JSONResponse({"error": "Invalid folder path"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
root = _scan_root(dlc)
target = _path_to_dir(root, name)
if not target.exists():
return JSONResponse({"error": "Folder not found"}, status_code=404)
try:
# Relocate every song (at any depth) up to the scan root BEFORE
# removing the folder. Colliding filenames are de-duplicated so a
# name clash never leaves a song behind to be destroyed by rmtree
# (the folder is advertised as "moves its songs to Unsorted").
for song_path in sorted(target.rglob("*")):
if not song_path.exists():
continue # a parent song-dir was already relocated
if not _is_song(song_path):
continue
old_key = song_path.as_posix()
dest = root / song_path.name
if dest.exists():
stem, suffix = song_path.stem, song_path.suffix
n = 1
while dest.exists():
dest = root / f"{stem} ({n}){suffix}"
n += 1
song_path.rename(dest)
if old_key in _meta_cache:
_meta_cache[dest.as_posix()] = _meta_cache.pop(old_key)
shutil.rmtree(target)
_invalidate()
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
@router.post("/song/move")
async def move_song(request: Request):
body = await request.json()
filename = (body.get("filename") or "").strip()
dest_folder = (body.get("folder") or "").strip()
# Validate the source path like the folder ops, AND confirm it resolves
# inside DLC_DIR — without this a filename such as "../../etc/passwd"
# would be renamed (moved) into the served library and become readable.
if not filename or not _safe_path(filename):
return JSONResponse({"error": "Invalid filename"}, status_code=400)
dlc = _dlc_root()
if not dlc:
return JSONResponse({"error": "DLC dir not found"}, status_code=500)
src = dlc / Path(*filename.split("/"))
if not _is_within(dlc, src):
return JSONResponse({"error": "Invalid filename"}, status_code=400)
if not src.exists():
return JSONResponse({"error": "Song not found"}, status_code=404)
root = _scan_root(dlc)
if dest_folder:
if not _safe_path(dest_folder):
return JSONResponse({"error": "Invalid folder path"}, status_code=400)
dst_dir = _path_to_dir(root, dest_folder)
if not dst_dir.exists():
return JSONResponse({"error": "Destination folder not found"}, status_code=404)
else:
dst_dir = root
dst = dst_dir / src.name
if dst.exists():
return JSONResponse({"error": "File already exists at destination"}, status_code=400)
try:
old_key = src.as_posix()
src.rename(dst)
if old_key in _meta_cache:
_meta_cache[dst.as_posix()] = _meta_cache.pop(old_key)
_invalidate()
return JSONResponse({"ok": True})
except Exception as e:
return JSONResponse({"error": str(e)}, status_code=500)
app.include_router(router)
log.info("folder_library routes registered")
+159
View File
@@ -0,0 +1,159 @@
<!-- Folder Browser — screen.html
Slopsmith injects this into a div#plugin-folder_library.screen automatically.
Do NOT add an outer wrapper div with class="screen". -->
<!-- ── toolbar ──────────────────────────────────────────────────────── -->
<div class="flex items-center gap-2 px-4 py-3 border-b border-dark-400 flex-wrap"
style="position:fixed; top:64px; left:0; right:0; z-index:40; background-color:#0f1117; border-bottom: 1px solid #1f2937;">
<h2 class="text-base font-semibold text-white mr-1">Folders</h2>
<!-- search -->
<div class="relative flex-1 min-w-40 max-w-xs">
<svg class="absolute left-2.5 top-1/2 -translate-y-1/2 w-3.5 h-3.5 text-gray-500 pointer-events-none"
viewBox="0 0 20 20" fill="currentColor">
<path fill-rule="evenodd"
d="M8 4a4 4 0 100 8 4 4 0 000-8zM2 8a6 6 0 1110.89 3.476l4.817 4.817a1 1 0 01-1.414 1.414l-4.816-4.816A6 6 0 012 8z"
clip-rule="evenodd"/>
</svg>
<input id="fb-search" type="text" placeholder="Search songs…"
class="w-full pl-8 pr-3 py-1.5 rounded bg-dark-500 border border-dark-400
text-sm text-gray-200 placeholder-gray-500
focus:outline-none focus:border-blue-500 focus:ring-1 focus:ring-blue-500"/>
</div>
<!-- new folder -->
<button id="fb-new-folder" title="New parent folder"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path d="M2 6a2 2 0 012-2h5l2 2h5a2 2 0 012 2v6a2 2 0 01-2 2H4a2 2 0 01-2-2V6z"/>
<path fill-rule="evenodd" d="M10 9a1 1 0 011 1v1h1a1 1 0 110 2h-1v1a1 1 0 11-2 0v-1H8a1 1 0 110-2h1v-1a1 1 0 011-1z" clip-rule="evenodd"/>
</svg>
</button>
<!-- expand all -->
<button id="fb-expand-all" title="Expand all"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="none" stroke="currentColor" stroke-width="1.8"
stroke-linecap="round" class="w-4 h-4">
<path d="M5 8l5 5 5-5"/>
<path d="M5 4l5 5 5-5" opacity=".4"/>
</svg>
</button>
<!-- collapse all -->
<button id="fb-collapse-all" title="Collapse all"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="none" stroke="currentColor" stroke-width="1.8"
stroke-linecap="round" class="w-4 h-4">
<path d="M5 12l5-5 5 5"/>
<path d="M5 16l5-5 5 5" opacity=".4"/>
</svg>
</button>
<!-- sort -->
<select id="fb-sort" title="Sort songs within folders"
style="padding:4px 8px; border-radius:6px; border:1px solid #374151;
background:#1f2937; color:#d1d5db; font-size:12px; cursor:pointer; outline:none;">
<option value="default">Default</option>
<option value="title">Title</option>
<option value="artist">Artist</option>
<option value="duration">Duration</option>
<option value="year">Year</option>
<option value="tuning">Tuning</option>
<option value="added">Recently Added</option>
</select>
<!-- sort direction -->
<button id="fb-sort-dir" title="Ascending"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg id="fb-sort-dir-icon" viewBox="0 0 20 20" fill="none" stroke="currentColor"
stroke-width="1.8" stroke-linecap="round" class="w-4 h-4">
<path d="M5 12l5-5 5 5"/>
</svg>
</button>
<!-- view toggle -->
<button id="fb-view-list" title="List view"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path fill-rule="evenodd"
d="M3 4a1 1 0 000 2h14a1 1 0 100-2H3zm0 4a1 1 0 000 2h14a1 1 0 100-2H3zm0 4a1 1 0 000 2h14a1 1 0 100-2H3z"
clip-rule="evenodd"/>
</svg>
</button>
<button id="fb-view-grid" title="Grid view"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path d="M5 3a2 2 0 00-2 2v2a2 2 0 002 2h2a2 2 0 002-2V5a2 2 0 00-2-2H5zM5 11a2 2 0 00-2 2v2a2 2 0 002 2h2a2 2 0 002-2v-2a2 2 0 00-2-2H5zM11 5a2 2 0 012-2h2a2 2 0 012 2v2a2 2 0 01-2 2h-2a2 2 0 01-2-2V5zM11 13a2 2 0 012-2h2a2 2 0 012 2v2a2 2 0 01-2 2h-2a2 2 0 01-2-2v-2z"/>
</svg>
</button>
<!-- filters -->
<button id="fb-filter" title="Filters"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors"
style="position:relative;">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path fill-rule="evenodd"
d="M3 3a1 1 0 011-1h12a1 1 0 011 1v3a1 1 0 01-.293.707L12 11.414V15a1 1 0 01-.293.707l-2 2A1 1 0 018 17v-5.586L3.293 6.707A1 1 0 013 6V3z"
clip-rule="evenodd"/>
</svg>
<span id="fb-filter-badge"
style="display:none; position:absolute; top:-2px; right:-2px; min-width:14px; height:14px;
padding:0 3px; border-radius:7px; background:#3b82f6; color:#fff;
font-size:9px; font-weight:700; line-height:14px; text-align:center;
box-sizing:border-box;"></span>
</button>
<!-- reload -->
<button id="fb-reload" title="Reload"
class="p-1.5 rounded text-gray-400 hover:text-white hover:bg-dark-400 transition-colors">
<svg viewBox="0 0 20 20" fill="currentColor" class="w-4 h-4">
<path fill-rule="evenodd"
d="M4 2a1 1 0 011 1v2.101a7.002 7.002 0 0111.601 2.566 1 1 0 11-1.885.666A5.002 5.002 0 005.999 7H9a1 1 0 010 2H4a1 1 0 01-1-1V3a1 1 0 011-1zm.008 9.057a1 1 0 011.276.61A5.002 5.002 0 0014.001 13H11a1 1 0 110-2h5a1 1 0 011 1v5a1 1 0 11-2 0v-2.101a7.002 7.002 0 01-11.601-2.566 1 1 0 01.61-1.276z"
clip-rule="evenodd"/>
</svg>
</button>
<span id="fb-status" class="text-xs text-gray-500 ml-1"></span>
</div>
<!-- ── tree ─────────────────────────────────────────────────────────── -->
<div id="fb-tree" class="px-2 py-2" style="padding-top: 120px;"></div>
<!-- ── filter backdrop ───────────────────────────────────────────────── -->
<div id="fb-filter-backdrop"
style="display:none; position:fixed; inset:0; z-index:44;"></div>
<!-- ── filter panel ──────────────────────────────────────────────────── -->
<div id="fb-filter-panel"
style="display:none; position:fixed; top:64px; right:0; bottom:0; width:300px;
z-index:45; background:#0f1117; border-left:1px solid #1f2937;
flex-direction:column; overflow:hidden;"></div>
<!-- ── custom modal ──────────────────────────────────────────────────── -->
<div id="fb-modal" style="display:none; position:fixed; inset:0; z-index:9999;
background:rgba(0,0,0,0.6); align-items:center; justify-content:center;">
<div style="background:#1e2130; border:1px solid #374151; border-radius:8px;
padding:24px; width:360px; max-width:90vw; box-shadow:0 20px 60px rgba(0,0,0,0.5);">
<p id="fb-modal-msg" style="color:#e5e7eb; font-size:14px; margin:0 0 16px 0;
white-space:pre-wrap; line-height:1.5;"></p>
<input id="fb-modal-input" type="text"
style="display:none; width:100%; box-sizing:border-box; padding:8px 12px;
background:#111827; border:1px solid #374151; border-radius:6px;
color:#e5e7eb; font-size:14px; outline:none; margin-bottom:16px;"
placeholder=""/>
<div style="display:flex; gap:8px; justify-content:flex-end;">
<button id="fb-modal-cancel"
style="padding:6px 16px; border-radius:6px; border:1px solid #374151;
background:transparent; color:#9ca3af; font-size:13px; cursor:pointer;">
Cancel
</button>
<button id="fb-modal-ok"
style="padding:6px 16px; border-radius:6px; border:none;
background:#3b82f6; color:#fff; font-size:13px; cursor:pointer; font-weight:500;">
OK
</button>
</div>
</div>
</div>
File diff suppressed because it is too large Load Diff
+12 -2
View File
@@ -108,9 +108,19 @@ Each entry names the function or banner you should grep for, plus key sub-blocks
- **Beat lines** (downbeats highlighted) → `update()`, `// ── Beat lines ──` block. `mBeatM` (full opacity 0.25) for measure starts, `mBeatQ` (0.07) for other beats.
- **Section labels**`update()`, `// ── Section labels ──` block. Cyan (`#00cccc`) sprite at fret 12, above the highest string.
### Scene colors (two independent axes: Background + Highway)
- **Scene-color themes**`BG_THEMES` table near the top of `createFactory()`. One combined table is the single source of truth, but it drives **two independent axes that share the same id-set**:
- **Background axis** — setting key `bgTheme`, setter `window.h3dBgSetBgTheme`, state `bgThemeId`. Owns `clear` (WebGL clear color) + `fog`.
- **Highway axis** — setting key `hwTheme`, setter `window.h3dBgSetHwTheme`, state `hwThemeId`. Owns `board` (fretboard/highway-surface plane) + optional `lane`/`laneDim` (the lit lane strip).
Any background id can mix with any highway id; picking the same id in both gives the original "matched" look. Per-axis accessors are `_bgBackgroundColors(id)` / `_bgHighwayColors(id)` (both alias `_bgThemeColors`). Both axes default to `'default'` (byte-identical to the original look).
- **Applying a theme**`_applyBgTheme()`. Background half sets clear+fog from `bgThemeId` (skipped under the venue scene); highway half sets the board plane + lane materials (`mLaneOdd`/`mLaneEven`) from `hwThemeId`. Re-run on init, `buildBoard()`, and the settings listener (which fires for **both** `bgTheme` and `hwTheme`), so changing either dropdown retints only its half live.
- **Backward-compat migration**`_bgLoadSettings()`: the first time it loads with no stored `hwTheme` (`_bgHasStored` false), it seeds `hwThemeId` from `bgThemeId` **and persists `hwTheme` once** (a one-time backfill, written without `_bgEmitChange`). So a pre-split single-`bgTheme` pick is byte-identical right after the upgrade, and from then on the two axes are fully independent — changing the Background dropdown never drags the Highway surface, and the settings UI's Highway value can't disagree with what's rendered. settings.html shows the same first-load value via `storedHwTheme == null ? bgTheme : coerceHwTheme(...)`.
- **Adding/removing a theme** → edit `BG_THEMES` (the colors) AND `settings.html`'s `SCENE_THEMES` array (the `{id,label}` list — the single source the two dropdowns' `<option>`s and the `VALID_BG_THEMES` validator are both generated from). Keep the two id-sets aligned.
### Highway lane (the highlighted strip under active frets)
- **Lane drawing**`update()`, `// ── Dynamic highway lane ──` block. `pLane` is a single quad on the fretboard plane; `pLaneDivider` is thin vertical lines at each fret inside the lane. Width keys off the active-fret range; min width ≈ 4 frets.
- **Lane intensity**`highwayIntensity` accumulated from upcoming notes (further notes dim it, near notes light it). `_laneTargetColor = 0x4488ff` (set in `initScene()`) is the "lit" color, blended toward from `0x112233`.
- **Lane intensity**`highwayIntensity` accumulated from upcoming notes (further notes dim it, near notes light it).
- **Lane color** → the lit quad color is `mLaneOdd.color` (stock `HWY_LANE_STRIPE_ODD_HEX = 0x103B5C`), the dimmer alternating row `mLaneEven.color` (`HWY_LANE_STRIPE_EVEN_HEX = 0x08283C`). These are now **theme-aware**: `_applyBgTheme()` recolors them from the active HIGHWAY theme's optional `lane`/`laneDim` fields, falling back to the stock hexes when a highway theme omits them. (`_laneTargetColor`, set in `initScene()`, is kept in sync with the lit color but has no live consumer today.)
### Lyrics & overlays
- **Lyrics overlay**`drawLyrics()`. 2D canvas, top centre, semi-transparent rounded background, syllable-level highlighting (current syllable in white, played in muted, upcoming in dim).
@@ -201,7 +211,7 @@ The eight-color palette `S_COL` is the single source of truth for per-string col
If a planned color-palette feature lands (issue #10), expect it to swap the palette source array but keep this single-array indirection. Anything that hardcodes color today will break that swap; flag it during review.
Non-string colors (lane target `0x4488ff`, fret-row label colors `#ffe84d` / `#9ab8cc`, fret-dot color `0x556677`, lyrics box rgba, chord-name gold `#e8d080`, etc.) are scattered as literals — that's intentional for now, since they're scene-wide accents rather than per-string. Pulling them into named constants is fine if you're already in that area.
Non-string colors (the stock lane hexes `HWY_LANE_STRIPE_ODD_HEX`/`_EVEN_HEX` — now overridable per Highway theme, see "Scene colors" above; fret-row label colors `#ffe84d` / `#9ab8cc`, fret-dot color `0x556677`, lyrics box rgba, chord-name gold `#e8d080`, etc.) are scattered as literals — that's intentional for now, since they're scene-wide accents rather than per-string. Pulling them into named constants is fine if you're already in that area.
## Tweaking text-sprite styling
+30
View File
@@ -0,0 +1,30 @@
3D Highway plugin — third-party notices
=======================================
The "Butterchurn (visualizer)" background style (the 'butterchurn' option in
the plugin's Background-style setting) bundles the third-party components below
under plugins/highway_3d/assets/vendor/. They are lazy-loaded only when a user
selects that background style.
The 3D Highway plugin and the feedBack project are licensed under the GNU Affero
General Public License v3.0 (AGPL-3.0-only). The components below are under their
own permissive (MIT) licenses, which are compatible with AGPL-3.0.
- Butterchurn — a WebGL implementation of the MilkDrop visualizer.
https://github.com/jberg/butterchurn
Copyright (c) Jordan Berg. MIT License.
Vendored at: plugins/highway_3d/assets/vendor/butterchurn.min.js
- butterchurn-presets — MilkDrop preset pack.
https://github.com/jberg/butterchurn-presets
Presets authored by the MilkDrop community (Geiss, Flexi, Martin, Rovastar,
Zylot, Aderrasi, Cope, Eo.S., Unchained, and many others); refer to each
preset's embedded attribution.
Vendored at: plugins/highway_3d/assets/vendor/butterchurnPresets.min.js
- Three.js (r170) — loaded at runtime from feedBack core's vendored copy
(/static/vendor/three/three.module.min.js). https://threejs.org MIT License.
Provenance: the Butterchurn background integration originated as the standalone
"3D Highway + Butterchurn" plugin and was merged into the bundled 3D Highway
renderer as the opt-in 'butterchurn' background style.
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+47
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@@ -0,0 +1,47 @@
/*
* Slopsmith visualizer audio feed AudioWorkletProcessor.
* Generates Butterchurn's drive signal off the main thread (replaces the
* deprecated ScriptProcessor): guitar PCM (gained) + a bass-band song-energy
* pulse + a mid-band chart-accent pulse. The main thread pushes the latest
* guitar frame and the song/chart/gain scalars via port messages.
*/
class VizFeedProcessor extends AudioWorkletProcessor {
constructor() {
super();
this.frame = null; // latest guitar PCM (Float32Array)
this.readIdx = 0;
this.song = 0;
this.chart = 0;
this.gain = 6;
this.phase = 0;
this.phase2 = 0;
this.osc = (2 * Math.PI * 90) / sampleRate; // ~90 Hz → bass band (song)
this.osc2 = (2 * Math.PI * 520) / sampleRate; // ~520 Hz → mid band (chart)
this.port.onmessage = (e) => {
const d = e.data;
if (!d) return;
if (d.frame) { this.frame = d.frame; this.readIdx = 0; }
if (typeof d.song === 'number') this.song = d.song;
if (typeof d.chart === 'number') this.chart = d.chart;
if (typeof d.gain === 'number') this.gain = d.gain;
};
}
process(inputs, outputs) {
const out = outputs[0] && outputs[0][0];
if (!out) return true;
const f = this.frame, fl = f ? f.length : 0;
const TWO_PI = 2 * Math.PI;
for (let i = 0; i < out.length; i++) {
const g = (fl ? f[this.readIdx % fl] : 0) * this.gain;
this.readIdx++;
const song = this.song * (0.7 * Math.sin(this.phase) + 0.3 * (Math.random() * 2 - 1)) * 1.4;
const chart = this.chart * (0.5 * Math.sin(this.phase2) + 0.5 * (Math.random() * 2 - 1)) * 1.5;
this.phase += this.osc; if (this.phase > TWO_PI) this.phase -= TWO_PI;
this.phase2 += this.osc2; if (this.phase2 > TWO_PI) this.phase2 -= TWO_PI;
const v = g + song + chart;
out[i] = v > 1 ? 1 : (v < -1 ? -1 : v);
}
return true;
}
}
registerProcessor('viz-feed', VizFeedProcessor);
+2 -2
View File
@@ -1,12 +1,12 @@
{
"id": "highway_3d",
"name": "3D Highway",
"version": "3.26.0",
"version": "3.30.0",
"type": "visualization",
"bundled": true,
"script": "screen.js",
"styles": "assets/plugin.css",
"settings": { "html": "settings.html", "server_files": ["plugin_uploads/highway_3d/current.mp4", "plugin_uploads/highway_3d/current.webm"] },
"settings": { "html": "settings.html", "category": "graphics", "server_files": ["plugin_uploads/highway_3d/current.mp4", "plugin_uploads/highway_3d/current.webm"] },
"routes": "routes.py",
"tour": "tour.json"
}
File diff suppressed because it is too large Load Diff
+325 -3
View File
@@ -14,6 +14,15 @@
<button type="button" onclick="window.hwcSaveTheme?.()" class="bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-300">Save as…</button>
<button type="button" onclick="window.hwcDeleteTheme?.()" class="bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-400">Delete</button>
</div>
<!-- One-click presets: apply a whole named palette to every string at once.
Buttons are generated from window.feedBack.highwayColors.presets so the
list stays in sync with core (app.js HWC_PRESETS). Each calls
applyPreset(id), which persists + applies to both highways and refreshes
the pickers below. Older core without the presets API leaves this empty. -->
<div class="mb-3">
<span class="text-xs text-gray-500 mb-1 block">Quick presets</span>
<div id="hwc-presets" class="flex flex-wrap gap-2"></div>
</div>
<div id="hwc-pickers" class="mb-3" style="display:grid;grid-template-columns:1fr 1fr;gap:0.5rem;"></div>
<div class="flex items-center gap-2 mb-2">
<button type="button" onclick="window.hwcReset?.()" class="bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-300">Reset to defaults</button>
@@ -36,6 +45,33 @@
if (typeof window.hwcInitSettingsUI === 'function') {
try { window.hwcInitSettingsUI(); } catch (e) { console.warn('[3D-Hwy] hwcInitSettingsUI failed', e); }
}
// Render the one-click preset buttons from core's preset list.
try {
const api = window.feedBack && window.feedBack.highwayColors;
const host = document.getElementById('hwc-presets');
if (api && Array.isArray(api.presets) && host) {
host.innerHTML = '';
// Slot order low → high for the preview swatch (bass-side first).
const order = ['lowE', 'A', 'D', 'G', 'B', 'highE'];
for (const p of api.presets) {
const btn = document.createElement('button');
btn.type = 'button';
btn.className = 'flex items-center gap-2 bg-dark-700 border border-gray-800 rounded-lg px-2 py-1 text-xs text-gray-300';
const sw = document.createElement('span');
const stops = order.map((k) => p.colors[k]).filter(Boolean).join(',');
sw.style.cssText = 'width:2.5rem;height:0.85rem;border-radius:3px;border:1px solid #0006;'
+ 'background:linear-gradient(90deg,' + stops + ');';
btn.appendChild(sw);
const txt = document.createElement('span');
txt.textContent = p.label;
btn.appendChild(txt);
btn.addEventListener('click', function () {
try { api.applyPreset(p.id); } catch (e) { console.warn('[3D-Hwy] applyPreset failed', e); }
});
host.appendChild(btn);
}
}
} catch (e) { console.warn('[3D-Hwy] preset render failed', e); }
})();
</script>
</div>
@@ -88,11 +124,145 @@
<option value="silhouettes">Silhouettes (parallax)</option>
<option value="lights">Lights (stage glows)</option>
<option value="geometric">Geometric (rotating shapes)</option>
<option value="butterchurn">Butterchurn (visualizer)</option>
<option value="image" disabled>Custom image (none uploaded)</option>
<option value="video" disabled>Custom video (none uploaded)</option>
</select>
</div>
<!-- Scene colors — TWO independent axes sharing one palette family:
Background (clear + fog) and Highway (board surface + lit lane). Same
id-set in both, so any background can mix with any highway; picking the
same in both gives the original "matched" look. "Default" is the
original look on both. -->
<div class="mt-3">
<label for="h3d-bg-theme" class="text-xs font-medium text-gray-400 mb-1 block">Background</label>
<!-- Options are populated from SCENE_THEMES (the single id+label source)
in the hydration script below, so the two dropdowns can't drift. -->
<select id="h3d-bg-theme"
onchange="window.h3dBgSetBgTheme && window.h3dBgSetBgTheme(this.value)"
class="w-full bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-300 outline-none">
</select>
<p class="text-[10px] text-gray-500 mt-1">
Tints the background + distance fog. Applies to the 3D highway immediately.
</p>
</div>
<div class="mt-3">
<label for="h3d-hw-theme" class="text-xs font-medium text-gray-400 mb-1 block">Highway (surface + lane)</label>
<!-- Options populated from SCENE_THEMES (see below), same source as the
Background dropdown so the two stay in lockstep. -->
<select id="h3d-hw-theme"
onchange="window.h3dBgSetHwTheme && window.h3dBgSetHwTheme(this.value)"
class="w-full bg-dark-700 border border-gray-800 rounded-lg px-3 py-2 text-xs text-gray-300 outline-none">
</select>
<p class="text-[10px] text-gray-500 mt-1">
Tints the fretboard surface + the lit lane. Applies to the 3D highway immediately.
</p>
</div>
<!-- Butterchurn (visualizer) options. These drive the 'butterchurn'
Background style. They used to live in a floating in-canvas panel; the
on/off + slider controls now live here in the standard settings UI.
The live preset browser (pick / favorite / ban / cycle) stays in-canvas.
Persisted in the 'viz3d_settings' localStorage blob (shared with the
in-canvas preset controls); window.h3dBcApplySettings() pushes changes
to a mounted highway live. -->
<div id="h3d-bc-section" class="mt-4">
<h3 class="text-sm font-medium text-gray-400 mb-2">Butterchurn (visualizer)</h3>
<p class="text-xs text-gray-500 mb-2">Active when Background style is set to <em>Butterchurn (visualizer)</em>.</p>
<div class="flex items-center gap-3 mt-3">
<label class="flex items-center gap-2 text-sm text-gray-300">
<input type="checkbox" id="h3d-bc-enabled" class="accent-accent"> Background on
</label>
</div>
<div class="mt-3">
<label for="h3d-bc-opacity" class="text-xs font-medium text-gray-400 mb-1 block">Opacity: <span id="h3d-bc-opacity-label">100%</span></label>
<input type="range" id="h3d-bc-opacity" min="0" max="100" class="w-full accent-accent">
</div>
<div class="flex items-center gap-3 mt-3">
<label class="flex items-center gap-2 text-sm text-gray-300">
<input type="checkbox" id="h3d-bc-laneDim" class="accent-accent"> Dim behind lane
</label>
</div>
<div class="mt-3">
<label for="h3d-bc-laneDimStrength" class="text-xs font-medium text-gray-400 mb-1 block">Dim strength</label>
<input type="range" id="h3d-bc-laneDimStrength" min="0" max="100" class="w-full accent-accent">
</div>
<div class="flex items-center gap-3 mt-3">
<label class="flex items-center gap-2 text-sm text-gray-300">
<input type="checkbox" id="h3d-bc-chartAccents" class="accent-accent"> Chart accents
</label>
</div>
<div class="mt-3">
<label for="h3d-bc-chartStrength" class="text-xs font-medium text-gray-400 mb-1 block">Chart strength</label>
<input type="range" id="h3d-bc-chartStrength" min="0" max="200" class="w-full accent-accent">
</div>
<div class="flex items-center gap-3 mt-3">
<label class="flex items-center gap-2 text-sm text-gray-300">
<input type="checkbox" id="h3d-bc-colorTint" class="accent-accent"> Color tint
</label>
</div>
<div class="mt-3">
<label for="h3d-bc-tintStrength" class="text-xs font-medium text-gray-400 mb-1 block">Tint strength</label>
<input type="range" id="h3d-bc-tintStrength" min="0" max="100" class="w-full accent-accent">
</div>
<div class="mt-3">
<label for="h3d-bc-guitarGain" class="text-xs font-medium text-gray-400 mb-1 block">Guitar gain: <span id="h3d-bc-guitarGain-label">×6</span></label>
<input type="range" id="h3d-bc-guitarGain" min="1" max="12" step="0.5" class="w-full accent-accent">
</div>
<div class="mt-3">
<label for="h3d-bc-songGain" class="text-xs font-medium text-gray-400 mb-1 block">Song gain: <span id="h3d-bc-songGain-label">×1.8</span></label>
<input type="range" id="h3d-bc-songGain" min="0" max="5" step="0.1" class="w-full accent-accent">
</div>
</div>
<script>
// Self-contained Butterchurn settings wiring. Reads/writes the same
// 'viz3d_settings' blob the in-canvas preset controls use (read-modify-
// write preserves cyclePool/hold and the favorites/bans lists), then
// calls window.h3dBcApplySettings() so a mounted highway applies the
// change live. Guarded so it no-ops if the section isn't present.
(function () {
const BC_LS = 'viz3d_settings';
const BC_DEFAULTS = { enabled: true, opacity: 1.0, laneDim: true, laneDimStrength: 0.45, chartAccents: true, colorTint: true, chartStrength: 1.0, tintStrength: 0.65, guitarGain: 6, songGain: 1.8 };
function readBlob() { let s = {}; try { s = JSON.parse(localStorage.getItem(BC_LS) || '{}') || {}; } catch (e) {} return s; }
function patch(p) {
const s = readBlob();
Object.assign(s, p);
try { localStorage.setItem(BC_LS, JSON.stringify(s)); } catch (e) {}
try { if (typeof window.h3dBcApplySettings === 'function') window.h3dBcApplySettings(); } catch (e) {}
}
const s = Object.assign({}, BC_DEFAULTS, readBlob());
const $ = (id) => document.getElementById(id);
const en = $('h3d-bc-enabled');
if (!en) return;
const op = $('h3d-bc-opacity'), opv = $('h3d-bc-opacity-label');
const ld = $('h3d-bc-laneDim'), lds = $('h3d-bc-laneDimStrength');
const ca = $('h3d-bc-chartAccents'), cs = $('h3d-bc-chartStrength');
const ct = $('h3d-bc-colorTint'), ts = $('h3d-bc-tintStrength');
const gg = $('h3d-bc-guitarGain'), ggv = $('h3d-bc-guitarGain-label');
const sg = $('h3d-bc-songGain'), sgv = $('h3d-bc-songGain-label');
// Hydrate from saved settings.
en.checked = !!s.enabled;
op.value = Math.round((s.opacity != null ? s.opacity : 1) * 100); if (opv) opv.textContent = op.value + '%';
ld.checked = !!s.laneDim; lds.value = Math.round((s.laneDimStrength != null ? s.laneDimStrength : 0.45) * 100);
ca.checked = !!s.chartAccents; cs.value = Math.round((s.chartStrength != null ? s.chartStrength : 1) * 100);
ct.checked = !!s.colorTint; ts.value = Math.round((s.tintStrength != null ? s.tintStrength : 0.65) * 100);
gg.value = s.guitarGain != null ? s.guitarGain : 6; if (ggv) ggv.textContent = '×' + gg.value;
sg.value = s.songGain != null ? s.songGain : 1.8; if (sgv) sgv.textContent = '×' + sg.value;
// Wire changes (read-modify-write + live apply).
en.addEventListener('change', () => patch({ enabled: en.checked }));
op.addEventListener('input', () => { if (opv) opv.textContent = op.value + '%'; patch({ opacity: op.value / 100 }); });
ld.addEventListener('change', () => patch({ laneDim: ld.checked }));
lds.addEventListener('input', () => patch({ laneDimStrength: lds.value / 100 }));
ca.addEventListener('change', () => patch({ chartAccents: ca.checked }));
cs.addEventListener('input', () => patch({ chartStrength: cs.value / 100 }));
ct.addEventListener('change', () => patch({ colorTint: ct.checked }));
ts.addEventListener('input', () => patch({ tintStrength: ts.value / 100 }));
gg.addEventListener('input', () => { if (ggv) ggv.textContent = '×' + gg.value; patch({ guitarGain: parseFloat(gg.value) }); });
sg.addEventListener('input', () => { if (sgv) sgv.textContent = '×' + sg.value; patch({ songGain: parseFloat(sg.value) }); });
})();
</script>
<!-- Intensity -->
<div class="mt-3">
<label for="h3d-bg-intensity" class="text-xs font-medium text-gray-400 mb-1 block">
@@ -407,6 +577,80 @@
<span>Glowy</span>
</div>
</div>
<div class="mt-4">
<label for="h3d-hitfx" class="text-xs font-medium text-gray-400 mb-1 block">
Hit feedback intensity: <span id="h3d-hitfx-label">0.70</span>
</label>
<input type="range" id="h3d-hitfx" min="0" max="1" step="0.05" value="0.70"
oninput="document.getElementById('h3d-hitfx-label').textContent = parseFloat(this.value).toFixed(2); window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
onchange="window.h3dBgSetHitFx && window.h3dBgSetHitFx(this.value)"
class="w-full accent-accent">
<p class="text-[10px] text-gray-500 mt-1">
How much "juice" a nailed note gets — the strike-line flash and the
spark burst at the hit line. <em>0</em> = colour verdict only (no sparks).
</p>
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-sparks" class="text-xs font-medium text-gray-400">
Hit sparks
<span class="block text-[10px] text-gray-500 font-normal">The particle burst that pops off a note the instant it's detected as a hit. Turn off for a calmer highway — the strike-line flash and colour verdict stay.</span>
</label>
<input type="checkbox" id="h3d-sparks" checked
onchange="window.h3dBgSetSparks && window.h3dBgSetSparks(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-cinematic" class="text-xs font-medium text-gray-400">
Cinematic lighting
<span class="block text-[10px] text-gray-500 font-normal">Darker stage so the glowing notes pop against it. Turn off for the brighter, flatter look.</span>
</label>
<input type="checkbox" id="h3d-cinematic" checked
onchange="window.h3dBgSetCinematic && window.h3dBgSetCinematic(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-streakfx" class="text-xs font-medium text-gray-400">
Streak feedback
<span class="block text-[10px] text-gray-500 font-normal">A clean run quietly "heats up" — bigger sparks the longer you stay accurate. Eases back on a miss.</span>
</label>
<input type="checkbox" id="h3d-streakfx" checked
onchange="window.h3dBgSetStreakFx && window.h3dBgSetStreakFx(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-verdictmarks" class="text-xs font-medium text-gray-400">
Accessible verdict marks (✓ / ✗)
<span class="block text-[10px] text-gray-500 font-normal">Adds a shape mark to each hit/miss so the result doesn't rely on the green/red colour pair alone.</span>
</label>
<input type="checkbox" id="h3d-verdictmarks" checked
onchange="window.h3dBgSetVerdictMarks && window.h3dBgSetVerdictMarks(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-bloom" class="text-xs font-medium text-gray-400">
Glow bloom
<span class="block text-[10px] text-gray-500 font-normal">Real light-bleed around the glowing notes and hit flash (higher fidelity). Turns itself off in split-screen. If your machine struggles, turn this off first.</span>
</label>
<input type="checkbox" id="h3d-bloom" checked
onchange="window.h3dBgSetBloom && window.h3dBgSetBloom(this.checked)"
class="accent-accent mt-0.5">
</div>
<div class="mt-3 flex items-start justify-between gap-3">
<label for="h3d-timingfx" class="text-xs font-medium text-gray-400">
Timing feedback
<span class="block text-[10px] text-gray-500 font-normal">Colours a hit by your timing — on-time green, a touch <span style="color:#35d6ff">early (cyan)</span> or <span style="color:#ffb84d">late (amber)</span> — so you can feel where you sit in the beat.</span>
</label>
<input type="checkbox" id="h3d-timingfx" checked
onchange="window.h3dBgSetTimingFx && window.h3dBgSetTimingFx(this.checked)"
class="accent-accent mt-0.5">
</div>
</div>
</details>
</div>
@@ -712,8 +956,27 @@
no-selection / NaN state. -->
<script>
(function () {
const DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true };
const VALID_STYLES = new Set(['off', 'particles', 'silhouettes', 'lights', 'geometric', 'image', 'video']);
const DEFAULTS = { style: 'particles', intensity: 0.5, reactive: true, palette: 'default', bgTheme: 'default', hwTheme: 'default', showFretOnNote: true, fretNumberGhostScope: 'chords', cameraSmoothing: 0.5, zoomSmoothing: 0.5, tiltSmoothing: 0.5, cameraLockLow: false, cameraLockZoom: 0.5, cameraMode: 'lookahead', nutHeadstockVisible: true, tuningLabelsVisible: true, nutColor: '#f5f3f0', headstockColor: '#d4b48a', textSize: 0.5, vibrancy: 0.85, glow: 0.25, customImageDataUrl: '', customImageName: '', customVideoName: '', chordDiagramVisible: true, chordDiagramSize: 0.5, chordDiagramPosition: 'tl', fretColumnMarkerCadence: 1, projectionVisible: true, inlayLabelsVisible: false, sectionLabelsOnHighway: false, sectionHudVisible: false, sectionHudPosition: 'tr', sectionHudSize: 0.5, toneHudVisible: false, toneHudPosition: 'tl', toneHudSize: 0.5, fpsVisible: false, fretDividersVisible: true, slideArrowApproachVisible: true, slideArrowNeckVisible: true, slideArrowChainPreviewVisible: true };
const VALID_STYLES = new Set(['off', 'particles', 'silhouettes', 'lights', 'geometric', 'butterchurn', 'image', 'video']);
// Scene color themes — the single id+label source for BOTH the
// Background and Highway dropdowns AND the validator below. The
// <option>s are generated from this list (see hydration), so the two
// dropdowns can't drift from each other or from VALID_BG_THEMES.
// Mirror these ids with screen.js BG_THEMES (the color table).
const SCENE_THEMES = [
{ id: 'default', label: 'Default (blue-black)' },
{ id: 'midnight', label: 'Midnight (deep blue)' },
{ id: 'charcoal', label: 'Charcoal (neutral gray)' },
{ id: 'deeppurple', label: 'Deep purple' },
{ id: 'forest', label: 'Forest (dark green)' },
{ id: 'warmslate', label: 'Warm Slate (espresso)' },
{ id: 'deepfocus', label: 'Deep Focus (near-black)' },
{ id: 'deepsea', label: 'Deep Sea (dark teal)' },
{ id: 'cathode', label: 'Cathode (amber CRT)' },
{ id: 'cathodegreen', label: 'Cathode Green (green CRT)' },
{ id: 'hearth', label: 'Hearth (warm red)' },
];
const VALID_BG_THEMES = new Set(SCENE_THEMES.map((t) => t.id));
const VALID_CAMERA_MODES = new Set(['steady', 'lookahead']);
// Chord diagram is top-only (bl/br removed).
const VALID_CHORD_DIAG_POSITIONS = new Set(['tl', 'tr']);
@@ -771,6 +1034,9 @@
const VIDEO_UPLOAD_URL = '/api/plugins/highway_3d/files';
function coerceStyle(v) { return VALID_STYLES.has(v) ? v : DEFAULTS.style; }
function coerceBgTheme(v) { return VALID_BG_THEMES.has(v) ? v : DEFAULTS.bgTheme; }
// Highway axis shares the same valid id-set as the background axis.
function coerceHwTheme(v) { return VALID_BG_THEMES.has(v) ? v : DEFAULTS.hwTheme; }
function coerceCameraMode(v) {
if (v === 'classic') v = 'steady';
return VALID_CAMERA_MODES.has(v) ? v : DEFAULTS.cameraMode;
@@ -812,7 +1078,7 @@
return fallback;
}
let storedStyle = null, storedI = null, storedR = null, storedFretOnNote = null, storedFretNumberGhostScope = null;
let storedStyle = null, storedBgTheme = null, storedHwTheme = null, storedI = null, storedR = null, storedFretOnNote = null, storedFretNumberGhostScope = null;
let storedCameraSmoothing = null;
let storedCameraMode = null;
let storedCustomImageDataUrl = null, storedCustomImageName = null;
@@ -848,6 +1114,8 @@
let storedSlideArrowChainPreviewVisible = null;
try {
storedStyle = localStorage.getItem('h3d_bg_style');
storedBgTheme = localStorage.getItem('h3d_bg_bgTheme');
storedHwTheme = localStorage.getItem('h3d_bg_hwTheme');
storedI = localStorage.getItem('h3d_bg_intensity');
storedR = localStorage.getItem('h3d_bg_reactive');
storedFretOnNote = localStorage.getItem('h3d_bg_showFretOnNote');
@@ -889,6 +1157,15 @@
} catch (_) { /* storage blocked */ }
const style = coerceStyle(storedStyle);
const bgTheme = coerceBgTheme(storedBgTheme);
// Highway axis. BACKWARD-COMPAT: when hwTheme was never written
// (pre-split installs, or the panel opened before the highway has
// mounted and run its one-time backfill), show the background pick —
// exactly the value screen.js will persist on first load — so the
// dropdown matches what's rendered. Once hwTheme is stored (which the
// renderer's backfill or any explicit pick does) it reads
// independently and the two axes no longer track each other.
const hwTheme = (storedHwTheme == null) ? bgTheme : coerceHwTheme(storedHwTheme);
const intensity = coerceIntensity(storedI);
const reactive = coerceBool(storedR, DEFAULTS.reactive);
const showFretOnNote = coerceBool(storedFretOnNote, DEFAULTS.showFretOnNote);
@@ -959,6 +1236,20 @@
const customVideoName = (typeof storedCustomVideoName === 'string') ? storedCustomVideoName : DEFAULTS.customVideoName;
const sel = document.getElementById('h3d-bg-style');
const bgThemeSel = document.getElementById('h3d-bg-theme');
const hwThemeSel = document.getElementById('h3d-hw-theme');
// Populate both scene-theme dropdowns from the single SCENE_THEMES
// source so they can't drift. (Values are selected further below.)
for (const selEl of [bgThemeSel, hwThemeSel]) {
if (!selEl) continue;
selEl.innerHTML = '';
for (const t of SCENE_THEMES) {
const opt = document.createElement('option');
opt.value = t.id;
opt.textContent = t.label;
selEl.appendChild(opt);
}
}
const sli = document.getElementById('h3d-bg-intensity');
const lbl = document.getElementById('h3d-bg-intensity-label');
const rea = document.getElementById('h3d-bg-reactive');
@@ -1082,6 +1373,35 @@
if (thsi) thsi.value = String(toneHudSize);
if (thslbl) thslbl.textContent = toneHudSize.toFixed(2);
// Hit-feedback "juice" controls — hydrate from saved state so the
// panel reflects persistence on reopen (the renderer already reads
// these via _bgReadSetting; without this the controls always showed
// their default markup, misrepresenting a saved non-default). Reads
// h3d_bg_* directly; defaults mirror BG_DEFAULTS (all bools on,
// hitFx 0.70) and the _bgCoerceBool 'true'/'1' vs 'false'/'0' rules.
try {
const _bgBool = (k, def) => {
const v = localStorage.getItem('h3d_bg_' + k);
return v == null ? def : !(v === 'false' || v === '0');
};
const _setChk = (id, on) => { const el = document.getElementById(id); if (el) el.checked = on; };
_setChk('h3d-sparks', _bgBool('sparks', true));
_setChk('h3d-cinematic', _bgBool('cinematic', true));
_setChk('h3d-streakfx', _bgBool('streakFx', true));
_setChk('h3d-verdictmarks', _bgBool('verdictMarks', true));
_setChk('h3d-bloom', _bgBool('bloom', true));
_setChk('h3d-timingfx', _bgBool('timingFx', true));
const _hf = document.getElementById('h3d-hitfx');
if (_hf) {
let v = parseFloat(localStorage.getItem('h3d_bg_hitFx'));
if (!isFinite(v)) v = 0.70;
v = Math.max(0, Math.min(1, v));
_hf.value = String(v);
const _hfl = document.getElementById('h3d-hitfx-label');
if (_hfl) _hfl.textContent = v.toFixed(2);
}
} catch (_) { /* storage blocked — controls keep their default markup */ }
// (3D Highway palette picker removed — string colors are now set
// via the core "Highway String Colors" UI above, which drives both
// the 2D and 3D highways. The bg-settings 'palette' key still exists
@@ -1200,6 +1520,8 @@
sel.value = style;
}
}
if (bgThemeSel) bgThemeSel.value = bgTheme;
if (hwThemeSel) hwThemeSel.value = hwTheme;
if (fileInput) {
fileInput.addEventListener('change', function () {
+27 -11
View File
@@ -51,15 +51,16 @@
sources = sources.filter((s) => s
&& !/midi/i.test(String(s.providerId || ''))
&& !/^midi-input/i.test(String(s.label || '')));
// De-dupe by display label — the desktop engine enumerates the same
// device under several driver types, so the same name can repeat.
const seen = new Set();
sources = sources.filter((s) => {
const key = String(s.label || '').toLowerCase();
if (seen.has(key)) return false;
seen.add(key);
return true;
});
// No label de-dupe here. The audio-input capability already
// collapses exact duplicates by logicalSourceKey
// (_visibleInputSources), so nothing it returns shares a key. A
// device that enumerates under several driver types (ASIO / Windows
// Audio / DirectSound) has a DISTINCT key per type and is now
// labelled with its driver type (e.g. "Focusrite (ASIO)") — each is
// a real, separately-selectable input the user must be able to see.
// The old bare-label collapse also kept whichever variant sorted
// first, which could silently drop the one that was actually
// `selected` below.
const selected = sources.find((s) => s && s.selected) || null;
return { sources, selected };
} catch (_) { return { sources: [], selected: null }; }
@@ -163,10 +164,25 @@
host.querySelector('[data-is-cal]').addEventListener('click', () => {
if (hasDetector) {
// Hide our own full-screen overlay while note_detect's
// Calibration Wizard runs on top. That wizard goes
// transparent (pointer-events:none) when it minimizes to
// expose the Tuner; if our overlay stayed up it would show
// through — covering the tuner with the still-mounted
// "select your input" card and looking like a second
// wizard at the input step. Restore it on done/cancel
// (one of which always fires when that wizard closes).
const ov = document.getElementById('input-setup-overlay');
const prevDisplay = ov ? ov.style.display : '';
if (ov) ov.style.display = 'none';
const restore = () => {
const o = document.getElementById('input-setup-overlay');
if (o) o.style.display = prevDisplay;
};
window.noteDetect.launchCalibration({
instrument: inst,
onDone: () => advance(inst, true),
onCancel: () => { /* stay on this panel; user can skip or retry */ },
onDone: () => { restore(); advance(inst, true); },
onCancel: () => { restore(); /* stay on this panel; user can skip or retry */ },
});
} else {
advance(inst, true);
+1 -1
View File
@@ -1,7 +1,7 @@
{
"id": "minigames",
"name": "Minigames",
"version": "0.1.0",
"version": "0.1.1",
"bundled": true,
"private": false,
"screen": "screen.html",
+18
View File
@@ -961,7 +961,25 @@
// Drain queue of plugins that loaded before us.
(window.__feedBackMinigamesPending || []).forEach(register);
window.__feedBackMinigamesPending = null;
// ── Back-compat for pre-rename minigame plugins ───────────────────────
// Minigame plugins published before the slopsmith→feedBack rename (#537)
// register against `window.slopsmithMinigames` and, when the SDK isn't up
// yet, queue to `window.__slopsmithMinigamesPending`. The rename moved the
// SDK to `window.feedBackMinigames` and only drains the feedBack queue, so
// those plugins' specs — including community ones we don't control — get
// stranded in the legacy queue and never register. Their FeedBarcade tiles
// then render as dead "Loading…" placeholders that do nothing on click.
// Alias the SDK under the old name and drain the legacy pending queue too.
// register() is keyed on spec.id, so a plugin that queued under both names
// still registers exactly once.
window.slopsmithMinigames = sdk;
(window.__slopsmithMinigamesPending || []).forEach(register);
window.__slopsmithMinigamesPending = null;
window.dispatchEvent(new CustomEvent('feedBack-minigames-ready'));
// Legacy event name for any pre-rename listener still bound to it.
window.dispatchEvent(new CustomEvent('slopsmith-minigames-ready'));
// ── Wire hub render to screen lifecycle ───────────────────────────────
// FeedBack mounts plugin screens with id "plugin-<plugin_id>" and
+3 -3
View File
@@ -34,17 +34,17 @@ This plugin adds a floating "Tuner" button to the FeedBack interface, providing
## Installation
### Download a Release
1. Download one of the [Releases](https://github.com/OmikronApex/feedBack-plugin-tuner/releases)
1. Download one of the [Releases](https://github.com/OmikronApex/slopsmith-plugin-tuner/releases)
2. Extract it to your plugins folder
3. Restart FeedBack
### Update Manager
The plugin is listed in the official plugin repository, so it can also be installed directly via the [Update Manager](https://github.com/masc0t/feedBack-update-manager)
The plugin is listed in the official plugin repository, so it can also be installed directly via the [Update Manager](https://github.com/masc0t/slopsmith-update-manager)
### Git
```bash
cd /path/to/feedBack/plugins
git clone https://github.com/OmikronApex/feedBack-plugin-tuner.git tuner
git clone https://github.com/OmikronApex/slopsmith-plugin-tuner.git tuner
# Restart FeedBack (or restart your docker container)
docker compose restart
```
+221 -5
View File
@@ -173,6 +173,7 @@ def _run_janitor_hook(hook) -> None:
_DEMO_BLOCKED: list[tuple[str, re.Pattern]] = [
("POST", re.compile(r"^/api/settings$")),
("POST", re.compile(r"^/api/settings/import$")),
("POST", re.compile(r"^/api/settings/reset$")),
("POST", re.compile(r"^/api/rescan$")),
("POST", re.compile(r"^/api/rescan/full$")),
("POST", re.compile(r"^/api/songs/upload$")),
@@ -219,6 +220,8 @@ _DEMO_BLOCKED: list[tuple[str, re.Pattern]] = [
("POST", re.compile(r"^/api/playlists/[^/]+/songs$")),
("DELETE", re.compile(r"^/api/playlists/[^/]+/songs/.+$")),
("POST", re.compile(r"^/api/playlists/[^/]+/reorder$")),
("POST", re.compile(r"^/api/playlists/[^/]+/cover$")),
("DELETE", re.compile(r"^/api/playlists/[^/]+/cover$")),
("POST", re.compile(r"^/api/saved/toggle$")),
# Progression (spec 010) write endpoints — demo mode stays read-only.
("POST", re.compile(r"^/api/progression/paths$")),
@@ -1322,14 +1325,30 @@ class MetadataDB:
return None
def list_playlists(self) -> list[dict]:
from urllib.parse import quote
rows = self.conn.execute(
"SELECT id, name, system_key, created_at, updated_at FROM playlists "
"ORDER BY (system_key IS NULL), name COLLATE NOCASE"
).fetchall()
return [{
"id": r[0], "name": r[1], "system_key": r[2],
"created_at": r[3], "updated_at": r[4], "count": self._playlist_count(r[0]),
} for r in rows]
out = []
for r in rows:
pid = r[0]
# First few still-present songs (in order) → art URLs, for a
# content-dependent playlist cover (single art / 2x2 mosaic). The
# JOIN drops dead songs, matching get_playlist's visibility.
arts = self.conn.execute(
"SELECT ps.filename FROM playlist_songs ps "
"JOIN songs s ON s.filename = ps.filename "
"WHERE ps.playlist_id = ? ORDER BY ps.position LIMIT 4",
(pid,),
).fetchall()
out.append({
"id": pid, "name": r[1], "system_key": r[2],
"created_at": r[3], "updated_at": r[4],
"count": self._playlist_count(pid),
"art_urls": [f"/api/song/{quote(a[0])}/art" for a in arts],
})
return out
def create_playlist(self, name: str, system_key: str | None = None) -> dict:
with self._lock:
@@ -5148,9 +5167,35 @@ def api_song_stats(filename: str):
# ── Playlists / Saved for Later / Continue-Playing (fee[dB]ack v0.3.0) ────────
def _playlist_cover_path(pid) -> Path | None:
"""Filesystem path of a playlist's optional custom cover image (PNG),
stored under CONFIG_DIR. Returns None for a non-integer id."""
try:
pid = int(pid)
except (TypeError, ValueError):
return None
return CONFIG_DIR / "playlist_covers" / f"{pid}.png"
def _playlist_cover_url(pid) -> str | None:
cover = _playlist_cover_path(pid)
if not cover or not cover.exists():
return None
try:
# Nanosecond mtime so a same-second replace/remove/re-upload still
# changes the cache-bust token (int seconds could collide → stale image).
mt = cover.stat().st_mtime_ns
except OSError:
mt = 0
return f"/api/playlists/{pid}/cover?v={mt}"
@app.get("/api/playlists")
def api_list_playlists():
return meta_db.list_playlists()
lists = meta_db.list_playlists()
for pl in lists:
pl["cover_url"] = _playlist_cover_url(pl["id"])
return lists
@app.post("/api/playlists")
@@ -5166,6 +5211,7 @@ def api_get_playlist(pid: int):
pl = meta_db.get_playlist(pid)
if pl is None:
return JSONResponse({"error": "not found"}, status_code=404)
pl["cover_url"] = _playlist_cover_url(pid)
return pl
@@ -5192,6 +5238,12 @@ def api_delete_playlist(pid: int):
return JSONResponse({"error": "System playlists cannot be deleted."}, status_code=400)
if not meta_db.delete_playlist(pid): # vanished under us (concurrent delete)
return JSONResponse({"error": "not found"}, status_code=404)
cover = _playlist_cover_path(pid) # drop any custom cover with the playlist
if cover and cover.exists():
try:
cover.unlink()
except OSError:
pass
return {"ok": True}
@@ -5238,6 +5290,64 @@ def api_reorder_playlist(pid: int, data: dict):
return meta_db.get_playlist(pid)
@app.post("/api/playlists/{pid}/cover")
async def api_set_playlist_cover(pid: int, data: dict):
"""Set a playlist's custom cover from a base64 / data-URL image (PNG/JPG).
Overrides the content-dependent (song-art) cover. Stored as a small PNG
thumbnail under CONFIG_DIR/playlist_covers/."""
if meta_db.get_playlist(pid) is None:
return JSONResponse({"error": "not found"}, status_code=404)
import base64
import io
b64 = data.get("image", "")
# Guard the type before the `","` membership test — a non-string image
# (e.g. {"image": 123} / null) would otherwise raise TypeError → 500.
# Mirrors the avatar/song-art upload guard.
if not isinstance(b64, str) or not b64:
return JSONResponse({"error": "No image data"}, status_code=400)
if "," in b64:
b64 = b64.split(",", 1)[1]
if not b64:
return JSONResponse({"error": "No image data"}, status_code=400)
try:
img_data = base64.b64decode(b64)
except Exception:
return JSONResponse({"error": "Invalid base64"}, status_code=400)
cover = _playlist_cover_path(pid)
cover.parent.mkdir(parents=True, exist_ok=True)
try:
from PIL import Image
img = Image.open(io.BytesIO(img_data)).convert("RGB")
img.thumbnail((640, 640)) # covers stay small
tmp = cover.with_suffix(".png.tmp")
img.save(str(tmp), "PNG")
tmp.replace(cover)
except Exception as e:
return JSONResponse({"error": f"Invalid image: {e}"}, status_code=400)
return {"ok": True, "cover_url": _playlist_cover_url(pid)}
@app.get("/api/playlists/{pid}/cover")
def api_get_playlist_cover(pid: int):
cover = _playlist_cover_path(pid)
if not cover or not cover.exists():
return JSONResponse({"error": "not found"}, status_code=404)
# no-cache (revalidate) like song art, so a replaced cover is never served
# stale — pairs with the mtime-ns cache-bust token on the URL.
return FileResponse(str(cover), media_type="image/png", headers=_ART_CACHE_HEADERS)
@app.delete("/api/playlists/{pid}/cover")
def api_delete_playlist_cover(pid: int):
cover = _playlist_cover_path(pid)
if cover and cover.exists():
try:
cover.unlink()
except OSError:
pass
return {"ok": True}
@app.post("/api/saved/toggle")
def api_toggle_saved(data: dict):
"""Add/remove a song on the reserved Saved-for-Later playlist."""
@@ -5379,6 +5489,19 @@ def _default_settings():
# silently undoing the env-var fix on the next load.
return {
"dlc_dir": str(DLC_DIR) if (_DLC_DIR_ENV and DLC_DIR.is_dir()) else "",
# fee[dB]ack v0.3.0 gameplay settings (tabbed settings page). Each
# defaults to its neutral / off value so existing users see no
# behaviour change until they opt in. countdown_before_song is wired
# into the song-start path; miss_penalty / fail_behavior are persisted
# but not yet consumed by scoring (stub rows on the Gameplay tab).
"countdown_before_song": False,
"miss_penalty": "none",
"fail_behavior": "continue",
# Achievements epic: opt-in to publishing earned Feats (name + Feat id
# only) to the hosted wall. Default OFF — nothing leaves the device
# until the user opts in. Read by the bundled achievements plugin to
# gate its wall-sync enqueue.
"achievements_enabled": False,
}
@@ -5505,6 +5628,35 @@ def save_settings(data: dict):
except (TypeError, ValueError, OverflowError):
return {"error": "av_offset_ms must be a number between -1000 and 1000"}
# fee[dB]ack v0.3.0 gameplay settings (tabbed settings page). null is a
# no-op per the merge contract; bad shapes return a structured error
# rather than 500. countdown_before_song is consumed by the song-start
# count-in; miss_penalty / fail_behavior are persisted-only stubs.
if "countdown_before_song" in data:
raw = data["countdown_before_song"]
if raw is not None:
if not isinstance(raw, bool):
return {"error": "countdown_before_song must be a boolean"}
updates["countdown_before_song"] = raw
if "achievements_enabled" in data:
raw = data["achievements_enabled"]
if raw is not None:
if not isinstance(raw, bool):
return {"error": "achievements_enabled must be a boolean"}
updates["achievements_enabled"] = raw
if "miss_penalty" in data:
raw = data["miss_penalty"]
if raw is not None:
if not isinstance(raw, str) or raw not in ("none", "low", "medium", "high"):
return {"error": "miss_penalty must be one of none, low, medium, high"}
updates["miss_penalty"] = raw
if "fail_behavior" in data:
raw = data["fail_behavior"]
if raw is not None:
if not isinstance(raw, str) or raw not in ("continue", "restart", "stop"):
return {"error": "fail_behavior must be one of continue, restart, stop"}
updates["fail_behavior"] = raw
# fee[dB]ack v0.3.0 — tuner reference pitch + instrument selection.
# These drive the topbar tuner/instrument badges and (when installed) the
# note_detect scoring tuning tables. null is a no-op per the merge contract.
@@ -5574,6 +5726,42 @@ def save_settings(data: dict):
return {"message": ". ".join(messages) if messages else "Settings saved"}
# Keys a client "Reset {category}" action may clear. Resetting removes the key
# from config.json so the next GET falls back to the _default_settings() value
# (or the frontend's own default when the key is then absent). Restricting to a
# known set means a malformed or hostile body can't wipe unrelated config.
_RESETTABLE_SETTINGS_KEYS = frozenset({
"default_arrangement", "demucs_server_url", "master_difficulty",
"av_offset_ms", "countdown_before_song", "miss_penalty", "fail_behavior",
"reference_pitch", "instrument", "string_count", "tuning",
"achievements_enabled",
})
@app.post("/api/settings/reset")
def reset_settings(data: dict):
"""Clear the given settings keys back to their defaults — backs the
per-category "Reset" buttons on the tabbed settings page. Unknown keys are
ignored (not an error) so a newer client asking to reset a key an older
server doesn't recognise degrades gracefully. Shares _settings_lock with
save_settings()/import for the same read-merge-write atomicity reason."""
raw_keys = data.get("keys")
if not isinstance(raw_keys, list):
return {"error": "keys must be a list of setting names"}
keys = [k for k in raw_keys if isinstance(k, str) and k in _RESETTABLE_SETTINGS_KEYS]
config_file = CONFIG_DIR / "config.json"
with _settings_lock:
cfg = _load_config(config_file)
if cfg is None:
# Nothing persisted yet — already at defaults.
return {"message": "Settings reset", "reset": []}
removed = [k for k in keys if k in cfg]
for k in removed:
del cfg[k]
_atomic_write_file(config_file, json.dumps(cfg, indent=2).encode("utf-8"))
return {"message": "Settings reset", "reset": removed}
# ── Settings export/import (feedBack#113) ───────────────────────────────────
# Bumped only when the bundle JSON shape changes incompatibly. Importer
@@ -6923,6 +7111,11 @@ async def highway_ws(websocket: WebSocket, filename: str, arrangement: int = -1,
audio_url = None
audio_error: str | None = None # Surfaced in song_info when audio_url is None
stems_payload: list[dict] = []
# URL of the single full-mix audio (sloppak `original_audio:`), when the
# pack ships one. The stems plugin uses this to play the untouched mix
# while every stem slider is at unity; None otherwise (separate stems
# only, loose folder, or archive).
original_audio_url: str | None = None
if is_loose:
# Loose folder filenames are relative paths (artist/album/song).
# Hash the *canonical* dlc-relative path (so two URL spellings
@@ -6961,8 +7154,22 @@ async def highway_ws(websocket: WebSocket, filename: str, arrangement: int = -1,
for s in loaded_slop.stems:
url = f"/api/sloppak/{q_fn}/file/{quote(s['file'])}"
stems_payload.append({"id": s["id"], "url": url, "default": s["default"]})
# Full-mix URL (served by the same /api/sloppak/.../file/ endpoint).
if loaded_slop is not None and loaded_slop.original_audio:
original_audio_url = (
f"/api/sloppak/{q_fn}/file/{quote(loaded_slop.original_audio)}"
)
if stems_payload:
# Stems present: keep the core <audio> pointed at stem[0]. This
# URL is only ever heard in the degraded path (stems plugin
# refuses takeover / decode fails); the full-mix↔stems switch is
# driven client-side by `original_audio_url`, not `audio_url`.
audio_url = stems_payload[0]["url"]
elif original_audio_url:
# Stem-less full-mix pack: nothing to separate, so play the full
# mix natively through the core <audio>. The stems plugin's
# onSongReady returns early on an empty stems list (no graph).
audio_url = original_audio_url
else:
audio_error = "This sloppak has no playable stems."
else:
@@ -7098,6 +7305,15 @@ async def highway_ws(websocket: WebSocket, filename: str, arrangement: int = -1,
"offset": _sanitized_song_offset(song) if is_loose else 0.0,
"format": "sloppak" if is_slop else ("loose" if is_loose else "archive"),
"stems": stems_payload,
# Full-mix audio (sloppak `original_audio:`) served alongside the
# separate `stems`. The stems plugin plays this single file while
# every stem slider is at unity and switches to the separate stems
# the moment one drops below 100%. None when the pack ships stems
# only. `has_*` flags mirror the has_drum_tab/has_keys convention so
# a client can branch without re-deriving from the URLs.
"original_audio_url": original_audio_url,
"has_original_audio": bool(original_audio_url),
"has_stems": bool(stems_payload),
# Surface a drum_tab presence flag so the visualization picker
# can auto-activate the drums plugin even when the chosen
# arrangement isn't named "Drums" (drum_tab.json lives next
+909 -51
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File diff suppressed because it is too large Load Diff
+21 -2
View File
@@ -248,6 +248,7 @@ function createHighway() {
let _frameMsEMA = 0; // smoothed frame interval (for the HUD)
let _lastFramePerf = 0;
let _lastAutoAdjustAt = 0;
let _lastUpscaleAt = 0; // separate, longer clock for UPscaling (lazy)
let _perfHud = null;
let _hudOn = false; // cached highwayPerfHud flag (re-read ~2x/sec, not per-frame)
let _hudFlagAt = 0;
@@ -266,6 +267,11 @@ function createHighway() {
return Number.isFinite(v) ? Math.max(_AUTO_SCALE_MIN, Math.min(1, v)) : _AUTO_SCALE_MIN;
})();
const _AUTO_ADJUST_COOLDOWN_MS = 600;
// Upscaling is deliberately LAZY (longer cooldown than the downscale path) so
// the resolution doesn't visibly hunt up/down on passages that hover near the
// budget — testers saw "quality going up and down" as parts got busier (#618
// charrette). Downscale stays prompt to protect the frame rate.
const _AUTO_UPSCALE_COOLDOWN_MS = 2500;
let _inverted = localStorage.getItem('invertHighway') === 'true';
let _lefty = localStorage.getItem('lefty') === '1';
let _lastChordOnFretLine = null; // chord object currently shown on fret line
@@ -1291,9 +1297,22 @@ function createHighway() {
const eff = _effectiveRenderScale();
let next = _autoScale;
if (_drawMsEMA > _DRAW_BUDGET_HI_MS && eff > _autoScaleMin) {
// Over budget — downscale promptly to protect the frame rate, and reset
// the upscale clock so we don't immediately bounce back up.
next = _autoScale * 0.85;
} else if (_drawMsEMA < _DRAW_BUDGET_LO_MS && eff < 1) {
next = _autoScale * 1.1;
_lastUpscaleAt = nowP;
} else if (_drawMsEMA < _DRAW_BUDGET_LO_MS && eff < 1
&& nowP - _lastUpscaleAt >= _AUTO_UPSCALE_COOLDOWN_MS) {
// Headroom — upscale LAZILY: a smaller step on a longer cooldown, and
// only when the projected cost AFTER the step (cost scales ~with the
// pixel count, i.e. step²) still clears the high budget. That predictive
// guard is what stops the up→over-budget→down ping-pong testers saw: the
// scale settles just inside the deadband instead of oscillating across it.
const step = 1.06;
if (_drawMsEMA * step * step < _DRAW_BUDGET_HI_MS) {
next = _autoScale * step;
_lastUpscaleAt = nowP;
}
}
// Clamp so _renderScale * _autoScale stays within [_autoScaleMin, 1].
// Cap `lo` at 1: when the floor exceeds the manual ceiling (e.g. quality
+14 -1
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@@ -103,10 +103,13 @@
<button id="view-tree-btn" onclick="setLibView('tree')" class="px-3 py-2.5 text-sm transition" title="Artist/Album view">
<svg class="w-4 h-4" fill="currentColor" viewBox="0 0 16 16"><rect x="1" y="1" width="14" height="3" rx="1"/><rect x="3" y="6" width="12" height="3" rx="1"/><rect x="3" y="11" width="12" height="3" rx="1"/></svg>
</button>
<button id="view-folder-btn" onclick="setLibView('folder')" class="px-3 py-2.5 text-sm transition" title="Folder view">
<svg class="w-4 h-4" fill="currentColor" viewBox="0 0 16 16"><path d="M1 3.5A1.5 1.5 0 012.5 2h3.086a1.5 1.5 0 011.06.44l.915.914H13.5A1.5 1.5 0 0115 4.914V12.5a1.5 1.5 0 01-1.5 1.5h-11A1.5 1.5 0 011 12.5v-9z"/></svg>
</button>
</div>
<!-- Grid controls -->
<select id="lib-sort" onchange="sortLibrary()"
class="lib-grid-ctrl bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
class="lib-nontree-ctrl bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="artist">Artist A-Z</option>
<option value="artist-desc">Artist Z-A</option>
<option value="title">Title A-Z</option>
@@ -147,6 +150,9 @@
<div id="lib-tree" class="space-y-2 hidden">
<!-- Tree populated by JS -->
</div>
<div id="lib-folder-tree" class="space-y-1 hidden">
<!-- Folder tree populated by JS when Folders source is active -->
</div>
</section>
<!-- ══ Filters drawer (feedBack#129/#69/#22) ═════════════════════ -->
@@ -578,6 +584,13 @@
<option value="">Saved Loops</option>
</select>
<button onclick="deleteSelectedLoop()" id="btn-loop-delete" class="px-2 py-1.5 bg-dark-600 hover:bg-red-900/50 rounded-lg text-xs text-gray-500 hover:text-red-400 transition hidden" title="Delete selected loop"></button>
<!-- Editor ⇄ 3D Highway round-trip. "Edit region" opens the Song Editor
scrolled to the active loop (or the section at the playhead).
"↩ Editor" returns to the editing position you came from; it only
appears after a Loop-in-3D handoff. Both are hidden when the editor
plugin isn't loaded (state managed by _updateEditRegionBtn). -->
<button onclick="editRegionInEditor()" id="btn-edit-region" class="px-3 py-1.5 bg-dark-600 hover:bg-dark-500 rounded-lg text-xs text-gray-300 transition hidden" title="Edit this region in the Song Editor">✎ Edit region</button>
<button onclick="returnToEditorFromHighway()" id="btn-return-editor" class="px-3 py-1.5 bg-dark-600 hover:bg-dark-500 rounded-lg text-xs text-gray-300 transition hidden" title="Return to the editor where you left off">↩ Editor</button>
<button onclick="showScreen('home')" class="ml-auto px-3 py-1.5 bg-dark-600 hover:bg-red-900/50 rounded-lg text-xs text-gray-400 hover:text-red-400 transition">✕ Close</button>
</div>
</div>
+1 -1
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File diff suppressed because one or more lines are too long
+363 -155
View File
@@ -343,76 +343,60 @@
<!-- ══ SETTINGS ═══════════════════════════════════════════════════════ -->
<div id="settings" class="screen">
<div class="max-w-2xl mx-auto px-6 pt-24 pb-16">
<button onclick="showScreen('home')" class="text-gray-500 hover:text-white text-sm mb-6 flex items-center gap-1">
<svg class="w-4 h-4" fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M15 19l-7-7 7-7"/></svg> Back
<div class="fb-settings">
<button onclick="showScreen('home')" class="fb-settings-back">
<svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M15 19l-7-7 7-7"/></svg> Home
</button>
<h2 class="text-3xl font-bold text-white mb-8">Settings</h2>
<h2 class="fb-settings-title">Settings</h2>
<div class="space-y-10">
<!-- App Updates — Velopack auto-update, desktop only. Stays
hidden in the plain web app; setupAppUpdates() unhides
this block when window.feedBackDesktop.update exists,
and shows a disabled "not available on Linux" fallback
when running on Linux. -->
<div id="app-updates-block" class="hidden border border-gray-800 rounded-xl bg-dark-800/40 p-5">
<h3 class="text-xs font-semibold uppercase tracking-wider text-gray-500 mb-4">App Updates</h3>
<div class="grid grid-cols-1 md:grid-cols-2 gap-4">
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block" for="app-update-channel">Update channel</label>
<select id="app-update-channel"
class="w-full bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="stable">Stable</option>
<option value="rc">Release candidate</option>
<option value="beta">Beta</option>
<option value="alpha">Alpha</option>
</select>
<!-- Tab bar — click handling + active-tab persistence wired by
static/v3/settings.js. data-tab keys match the .fb-tabpanel
below; the fallback "Plugins" tab hosts uncategorized plugin
panels (manifest settings.category routes the others). -->
<div class="fb-tabbar" id="settings-tabbar">
<button type="button" class="fb-tab" data-tab="gameplay">Gameplay</button>
<button type="button" class="fb-tab" data-tab="audio">Audio</button>
<button type="button" class="fb-tab" data-tab="graphics">Graphics</button>
<button type="button" class="fb-tab" data-tab="keybinds">Keybinds</button>
<button type="button" class="fb-tab" data-tab="progression">Progression</button>
<button type="button" class="fb-tab" data-tab="mic">Mic</button>
<button type="button" class="fb-tab" data-tab="plugins">Plugins</button>
<button type="button" class="fb-tab" data-tab="system">System</button>
</div>
<!-- ══ GAMEPLAY ════════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="gameplay">
<div class="fb-tabpanel-head">
<h3>Gameplay Settings</h3>
<button type="button" class="fb-reset-btn" data-reset="gameplay">
<svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M4 4v5h.582m15.356 2A8.001 8.001 0 004.582 9m0 0H9m11 11v-5h-.581m0 0a8.003 8.003 0 01-15.357-2m15.357 2H15"/></svg>
Reset Gameplay Settings
</button>
</div>
<div class="fb-srows">
<!-- Left-handed -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M8 7h12m0 0l-4-4m4 4l-4 4M16 17H4m0 0l4 4m-4-4l4-4"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Left-handed mode</div>
<div class="fb-srow-desc">Invert frets on the note highway for left-handed players.</div>
</div>
<div class="flex items-end">
<button id="app-update-check-now"
class="bg-accent hover:bg-accent-light px-4 py-2.5 rounded-xl text-sm font-medium text-white transition disabled:opacity-50">
Check for updates
</button>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-lefty" onchange="highway.setLefty(this.checked)">
<span class="fb-switch-track"></span>
</label>
</div>
</div>
<p id="app-update-status" class="text-xs text-gray-500 mt-3">Loading updater status…</p>
<p id="app-update-linux-note" class="hidden text-xs text-yellow-300 mt-2">
Auto-update is not available on Linux —
<a href="https://github.com/got-feedback/feedBack-desktop/releases" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">download new versions from GitHub Releases</a>.
</p>
</div>
<!-- ── Core FeedBack settings ─────────────────────────────── -->
<section>
<h3 class="text-xs font-semibold uppercase tracking-wider text-gray-500 mb-4">FeedBack</h3>
<div class="space-y-6">
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Library Folder Path</label>
<div class="flex gap-3">
<input type="text" id="dlc-path" placeholder="/path/to/your/library"
class="flex-1 bg-dark-700 border border-gray-800 rounded-xl px-4 py-2.5 text-sm text-gray-300 placeholder-gray-600 focus:border-accent/50 outline-none">
<button onclick="pickDlcFolder()" id="btn-pick-dlc" class="hidden bg-dark-600 hover:bg-dark-500 px-4 py-2.5 rounded-xl text-sm text-gray-300 transition whitespace-nowrap">📂 Browse</button>
<button onclick="saveSettings()" class="bg-accent hover:bg-accent-light px-6 py-2.5 rounded-xl text-sm font-semibold text-white transition">Save</button>
</div>
<!-- Default arrangement -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M4 6h16M4 12h16M4 18h16"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Default arrangement</div>
<div class="fb-srow-desc">Which arrangement loads first when you open a song.</div>
</div>
<div>
<label class="flex items-center gap-3 cursor-pointer select-none">
<input type="checkbox" id="setting-lefty" onchange="highway.setLefty(this.checked)"
class="rounded border-gray-600 bg-dark-700 text-accent focus:ring-accent/40">
<span class="text-sm text-gray-300">Left-handed <span class="text-gray-500">(invert frets on the note highway)</span></span>
</label>
</div>
<div>
<label class="flex items-center gap-3 cursor-pointer select-none">
<input type="checkbox" id="setting-autoplay-exit" checked onchange="setAutoplayExit(this.checked)"
class="rounded border-gray-600 bg-dark-700 text-accent focus:ring-accent/40">
<span class="text-sm text-gray-300">Autoplay &amp; auto-exit <span class="text-gray-500">(start songs/lessons automatically and return to the menu when the score screen closes)</span></span>
</label>
</div>
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Default Arrangement</label>
<select id="default-arrangement"
onchange="persistSetting('default_arrangement', this.value)"
<div class="fb-srow-control">
<select id="default-arrangement" onchange="persistSetting('default_arrangement', this.value)"
class="bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="">Most notes (auto)</option>
<option value="Lead">Lead</option>
@@ -420,112 +404,327 @@
<option value="Bass">Bass</option>
</select>
</div>
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Arrangement Names</label>
<select id="arrangement-naming-mode"
onchange="_onNamingModeChange(this.value)"
</div>
<!-- Arrangement routes (naming mode) -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M9 20l-5.447-2.724A1 1 0 013 16.382V5.618a1 1 0 011.447-.894L9 7m0 13l6-3m-6 3V7m6 10l4.553 2.276A1 1 0 0021 18.382V7.618a1 1 0 00-1.447-.894L15 4m0 13V4m0 0L9 7"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Arrangement routes</div>
<div class="fb-srow-desc">How arrangement variants are labelled across the app.</div>
</div>
<div class="fb-srow-control">
<select id="arrangement-naming-mode" onchange="_onNamingModeChange(this.value)"
class="bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="smart">Smart (Lead, Alt. Lead, Rhythm, Bass…)</option>
<option value="legacy">Legacy (Combo, Bass)</option>
</select>
</div>
<div>
<label for="setting-av-offset" class="text-sm font-medium text-gray-400 mb-2 block">
A/V Sync Offset: <span id="setting-av-offset-val">0</span> ms
</label>
<input type="range" id="setting-av-offset" min="-1000" max="1000" step="1" value="0"
oninput="setAvOffsetMs(this.value)"
class="w-full slider-input">
<p class="text-xs text-gray-600 mt-1">Positive = audio plays ahead of visual notes; raise this value to catch the highway up. Adjust live with the [ and ] keys (Shift for ±50 ms). Auto-saves on every change.</p>
</div>
<!-- A/V sync offset -->
<div class="fb-srow fb-srow-stack">
<div style="display:flex; align-items:center; gap:1rem;">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 8v4l3 3m6-3a9 9 0 11-18 0 9 9 0 0118 0z"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">A/V sync offset: <span id="setting-av-offset-val" style="margin-left:.35rem;">0</span> ms</div>
<div class="fb-srow-desc">Positive = audio plays ahead of visual notes; raise to catch the highway up. Adjust live with the [ and ] keys (Shift for ±50 ms). Auto-saves.</div>
</div>
</div>
<div>
<label for="setting-live-guitar-tone-source" class="text-sm font-medium text-gray-400 mb-2 block">Live guitar tone source</label>
<select id="setting-live-guitar-tone-source"
<input type="range" id="setting-av-offset" min="-1000" max="1000" step="1" value="0"
oninput="setAvOffsetMs(this.value)" class="fb-srow-wide slider-input">
</div>
<!-- Note highway speed (master difficulty) -->
<div class="fb-srow fb-srow-stack">
<div style="display:flex; align-items:center; gap:1rem;">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 10V3L4 14h7v7l9-11h-7z"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Note highway speed: <span id="setting-highway-speed-val" style="margin-left:.35rem;">100</span>%</div>
<div class="fb-srow-desc">Master difficulty — lower simplifies the chart (fewer notes); 100% plays the full arrangement.</div>
</div>
</div>
<input type="range" id="setting-highway-speed" min="0" max="100" step="5" value="100"
oninput="setMastery(this.value)" class="fb-srow-wide slider-input">
</div>
<!-- Miss penalty (stub) -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 9v2m0 4h.01M5.07 19H19a2 2 0 001.71-3L13.71 4a2 2 0 00-3.42 0L3.34 16a2 2 0 001.73 3z"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Miss penalty <span class="fb-stub-note">Not yet active</span></div>
<div class="fb-srow-desc">How harshly missed notes are scored. Saved now; scoring wiring lands in a later release.</div>
</div>
<div class="fb-srow-control">
<select id="setting-miss-penalty" onchange="persistSetting('miss_penalty', this.value)"
class="bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="internal">fee[dB]ack internal tone</option>
<option value="external_hardware">External amp / hardware pedalboard</option>
<option value="spark_control_x">Spark LIVE + Spark Control X</option>
<option value="none">None</option>
<option value="low">Low</option>
<option value="medium">Standard</option>
<option value="high">High</option>
</select>
<p class="text-xs text-gray-600 mt-1">Choose External/Spark if your guitar tone comes from hardware like Spark LIVE. fee[dB]ack will still score your playing but won&rsquo;t warn that no internal amp tone is loaded.</p>
</div>
<div>
<label for="demucs-server-url" class="text-sm font-medium text-gray-400 mb-2 block">Demucs Server (for stem separation)</label>
<div class="flex gap-3">
<input type="text" id="demucs-server-url" placeholder="http://192.168.1.100:7865"
class="flex-1 bg-dark-700 border border-gray-800 rounded-xl px-4 py-2.5 text-sm text-gray-300 placeholder-gray-600 focus:border-accent/50 outline-none">
<button onclick="saveSettings()" class="bg-accent hover:bg-accent-light px-6 py-2.5 rounded-xl text-sm font-semibold text-white transition">Save</button>
</div>
<p class="text-xs text-gray-600 mt-1">Optional. Run <a href="https://github.com/got-feedBack/feedBack-demucs-server" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">feedBack-demucs-server</a> on a machine with a GPU to offload stem splitting and avoid resource exhaustion on the host running FeedBack.</p>
</div>
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Library</label>
<div class="flex items-center gap-3">
<button onclick="rescanLibrary()" id="btn-rescan" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Rescan Library</button>
<button onclick="fullRescanLibrary()" id="btn-full-rescan" class="bg-dark-600 hover:bg-red-900/30 px-5 py-2.5 rounded-xl text-sm text-gray-400 transition">Full Rescan</button>
<span id="rescan-status" class="text-xs text-gray-500"></span>
</div>
<p class="text-xs text-gray-600 mt-1">Rescan checks for new songs. Full Rescan clears the cache and re-imports everything.</p>
</div>
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Backup</label>
<div class="flex items-center gap-3">
<button onclick="exportSettings()" id="btn-export-settings" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Export Settings</button>
<button onclick="document.getElementById('import-settings-file').click()" id="btn-import-settings" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Import Settings</button>
<input type="file" id="import-settings-file" accept="application/json,.json" class="hidden" onchange="importSettings(this.files[0]); this.value=''">
<span id="backup-status" class="text-xs text-gray-500"></span>
</div>
<p class="text-xs text-gray-600 mt-1">Export bundles server config, browser preferences, and opted-in plugin data into one JSON file. Import overwrites current settings and reloads.</p>
</div>
<!-- ── Diagnostics (feedBack#166) ────────────────────── -->
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Diagnostics</label>
<div class="grid grid-cols-2 gap-2 mb-3 text-xs text-gray-400">
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-system" checked class="rounded border-gray-600 bg-dark-700 text-accent"> System info</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-hardware" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Hardware (CPU/GPU/RAM)</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-logs" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Server logs (last 5 MB)</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-console" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Browser console + errors</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-plugins" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Plugin diagnostics</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-redact" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Redact paths &amp; song names</label>
</div>
<div class="flex items-center gap-3">
<button onclick="previewDiagnostics()" id="btn-diag-preview" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Preview Bundle</button>
<button onclick="exportDiagnostics()" id="btn-diag-export" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Export Diagnostics</button>
<span id="diag-status" class="text-xs text-gray-500"></span>
</div>
<p class="text-xs text-gray-600 mt-1">Bundles server logs, hardware info, plugin inventory, and the browser console transcript into one zip for bug reports. Redaction strips DLC paths, song filenames, and IP addresses by default. Attach to GitHub issues; AI agents can parse the included <code>manifest.json</code>.</p>
<div id="diag-preview" class="hidden mt-3 bg-dark-700 border border-gray-800 rounded-xl p-3 text-xs text-gray-400 max-h-96 overflow-auto"></div>
</div>
<div id="settings-status" class="text-sm text-gray-500"></div>
</div>
</section>
<!-- Countdown before song -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M12 8v4l3 3m-3 5a9 9 0 100-18 9 9 0 000 18z"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Countdown before song</div>
<div class="fb-srow-desc">Play a four-beat count-in before a song starts so you can get ready.</div>
</div>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-countdown-before-song" onchange="setCountdownBeforeSong(this.checked)">
<span class="fb-switch-track"></span>
</label>
</div>
</div>
<!-- Fail behavior (stub) -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M4 4v5h.582m15.356 2A8.001 8.001 0 004.582 9m0 0H9m11 11v-5h-.581m0 0a8.003 8.003 0 01-15.357-2m15.357 2H15"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Fail behavior <span class="fb-stub-note">Not yet active</span></div>
<div class="fb-srow-desc">What happens when you fail a section. Saved now; gameplay wiring lands in a later release.</div>
</div>
<div class="fb-srow-control">
<select id="setting-fail-behavior" onchange="persistSetting('fail_behavior', this.value)"
class="bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="continue">Continue playing</option>
<option value="restart">Restart section</option>
<option value="stop">Stop song</option>
</select>
</div>
</div>
<!-- Autoplay & auto-exit -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M14.752 11.168l-3.197-2.132A1 1 0 0010 9.87v4.263a1 1 0 001.555.832l3.197-2.132a1 1 0 000-1.664z"/><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M21 12a9 9 0 11-18 0 9 9 0 0118 0z"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Autoplay &amp; auto-exit</div>
<div class="fb-srow-desc">Start songs/lessons automatically and return to the menu when the score screen closes.</div>
</div>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-autoplay-exit" checked onchange="setAutoplayExit(this.checked)">
<span class="fb-switch-track"></span>
</label>
</div>
</div>
<!-- "Up Next" pill -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M13 5l7 7-7 7M5 5l7 7-7 7"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Show &ldquo;Up Next&rdquo;</div>
<div class="fb-srow-desc">Display the upcoming-section pill in the top-right of the player during playback.</div>
</div>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-show-upnext" checked onchange="setShowUpNext(this.checked)">
<span class="fb-switch-track"></span>
</label>
</div>
</div>
<!-- Ask before leaving a song -->
<div class="fb-srow">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M17 16l4-4m0 0l-4-4m4 4H7m6 4v1a3 3 0 01-3 3H6a3 3 0 01-3-3V7a3 3 0 013-3h4a3 3 0 013 3v1"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Ask before leaving a song</div>
<div class="fb-srow-desc">Confirm before Escape (or the player&rsquo;s ✕) exits a song. Off by default &mdash; Escape leaves instantly. With it on, a confirm appears; Space, Enter, or &ldquo;Leave&rdquo; exits, while Escape dismisses it.</div>
</div>
<div class="fb-srow-control">
<label class="fb-switch">
<input type="checkbox" id="setting-confirm-exit" onchange="setConfirmExitSong(this.checked)">
<span class="fb-switch-track"></span>
</label>
</div>
</div>
</div>
</div>
<!-- ── Plugin settings ─────────────────────────────────────── -->
<section id="plugin-settings-area" class="hidden">
<h3 class="text-xs font-semibold uppercase tracking-wider text-gray-500 mb-4">Plugins</h3>
<div class="space-y-6">
<div>
<label class="text-sm font-medium text-gray-400 mb-2 block">Plugin Updates</label>
<div class="flex items-center gap-3 mb-2">
<button onclick="checkPluginUpdates()" id="btn-check-updates" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Check for Updates</button>
<span id="updates-status" class="text-xs text-gray-500"></span>
<!-- ══ AUDIO ═══════════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="audio">
<div class="fb-tabpanel-head"><h3>Audio Settings</h3></div>
<div class="fb-srows">
<!-- Live guitar tone source -->
<div class="fb-srow fb-srow-stack">
<div style="display:flex; align-items:center; gap:1rem;">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M15.536 8.464a5 5 0 010 7.072M19 5a9 9 0 010 14M5 9v6h4l5 5V4L9 9H5z"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Live guitar tone source</div>
<div class="fb-srow-desc">Choose External/Spark if your guitar tone comes from hardware like Spark LIVE. fee[dB]ack still scores your playing but won't warn that no internal amp tone is loaded.</div>
</div>
<div id="plugin-updates-list" class="space-y-2"></div>
</div>
<!-- Per-plugin collapsible sections injected here -->
<div id="plugin-settings" class="space-y-3"></div>
<select id="setting-live-guitar-tone-source"
class="fb-srow-wide bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="internal">fee[dB]ack internal tone</option>
<option value="external_hardware">External amp / hardware pedalboard</option>
<option value="spark_control_x">Spark LIVE + Spark Control X</option>
</select>
</div>
</section>
<!-- Demucs server -->
<div class="fb-srow fb-srow-stack">
<div style="display:flex; align-items:center; gap:1rem;">
<span class="fb-srow-icon"><svg fill="none" stroke="currentColor" viewBox="0 0 24 24"><path stroke-linecap="round" stroke-linejoin="round" stroke-width="2" d="M5 12h14M5 12a2 2 0 01-2-2V6a2 2 0 012-2h14a2 2 0 012 2v4a2 2 0 01-2 2M5 12a2 2 0 00-2 2v4a2 2 0 002 2h14a2 2 0 002-2v-4a2 2 0 00-2-2"/></svg></span>
<div class="fb-srow-main">
<div class="fb-srow-title">Demucs server (for stem separation)</div>
<div class="fb-srow-desc">Optional. Run <a href="https://github.com/got-feedback/feedBack-demucs-server" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">feedBack-demucs-server</a> on a GPU machine to offload stem splitting and avoid resource exhaustion on the host.</div>
</div>
</div>
<div class="fb-srow-control">
<input type="text" id="demucs-server-url" placeholder="http://192.168.1.100:7865"
class="bg-dark-700 border border-gray-800 rounded-xl px-4 py-2.5 text-sm text-gray-300 placeholder-gray-600 focus:border-accent/50 outline-none">
<button onclick="saveSettings()" class="bg-accent hover:bg-accent-light px-6 py-2.5 rounded-xl text-sm font-semibold text-white transition">Save</button>
</div>
</div>
</div>
</div>
<!-- ── About / Source / License (AGPL §13 disclosure) ──────── -->
<section>
<h3 class="text-xs font-semibold uppercase tracking-wider text-gray-500 mb-4">About</h3>
<div class="space-y-2 text-sm text-gray-400">
<div>FeedBack <span id="app-version-about" class="text-gray-500"></span></div>
<div>Licensed under <a id="about-license-link" href="https://github.com/got-feedback/feedBack/blob/main/LICENSE" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">GNU AGPL v3.0</a>.</div>
<div><a id="about-source-link" href="https://github.com/got-feedback/feedBack" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">Source code repository</a></div>
<p class="text-xs text-gray-600 mt-2">FeedBack is free software. You can redistribute it and modify it under the terms of the AGPL. If you run a modified version that interacts with users over a network, you must make the modified source available to those users.</p>
<!-- ══ GRAPHICS ════════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="graphics">
<div class="fb-tabpanel-head"><h3>Graphics Settings</h3></div>
<!-- highway_3d (manifest settings.category="graphics") mounts here. -->
<div id="plugin-settings-graphics" class="space-y-3"></div>
<p class="fb-tabpanel-empty" data-empty-for="plugin-settings-graphics">No graphics plugins are installed.</p>
</div>
<!-- ══ KEYBINDS ════════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="keybinds">
<div class="fb-tabpanel-head"><h3>Keyboard Shortcuts</h3></div>
<!-- Populated by settings.js from the live shortcut registry. -->
<div id="settings-keybinds"></div>
</div>
<!-- ══ PROGRESSION ═════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="progression">
<div class="fb-tabpanel-head"><h3>Progression Settings</h3></div>
<div id="plugin-settings-progression" class="space-y-3"></div>
<p class="fb-tabpanel-empty" data-empty-for="plugin-settings-progression">No progression plugins are installed.</p>
</div>
<!-- ══ MIC ═════════════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="mic">
<div class="fb-tabpanel-head"><h3>Microphone &amp; Detection</h3></div>
<div id="plugin-settings-mic" class="space-y-3"></div>
<p class="fb-tabpanel-empty" data-empty-for="plugin-settings-mic">No microphone/detection plugins are installed.</p>
</div>
<!-- ══ PLUGINS (fallback for uncategorized panels) ═════════════ -->
<div class="fb-tabpanel" data-tab="plugins">
<div class="fb-tabpanel-head"><h3>Plugins</h3></div>
<div class="fb-srows">
<div class="fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">Plugin updates</div>
<div class="fb-srow-desc">Check installed plugins for newer versions.</div>
</div>
<div class="fb-srow-control" style="justify-content:flex-start;">
<button onclick="checkPluginUpdates()" id="btn-check-updates" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Check for Updates</button>
<span id="updates-status" class="text-xs text-gray-500"></span>
</div>
<div id="plugin-updates-list" class="space-y-2 fb-srow-wide"></div>
</div>
</section>
</div>
<!-- Per-plugin collapsible sections injected here (uncategorized). -->
<div id="plugin-settings" class="space-y-3" style="margin-top:.6rem;"></div>
</div>
<!-- ══ SYSTEM ══════════════════════════════════════════════════ -->
<div class="fb-tabpanel" data-tab="system">
<div class="fb-tabpanel-head"><h3>System</h3></div>
<div class="fb-srows">
<!-- App Updates — desktop-only; setupAppUpdates() unhides. -->
<div id="app-updates-block" class="hidden fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">App updates</div>
<div class="fb-srow-desc">Velopack auto-update channel for the desktop app.</div>
</div>
<div class="fb-srow-control" style="flex-wrap:wrap;">
<select id="app-update-channel"
class="bg-dark-700 border border-gray-800 rounded-xl px-3 py-2.5 text-sm text-gray-300 outline-none">
<option value="stable">Stable</option>
<option value="rc">Release candidate</option>
<option value="beta">Beta</option>
<option value="alpha">Alpha</option>
</select>
<button id="app-update-check-now"
class="bg-accent hover:bg-accent-light px-4 py-2.5 rounded-xl text-sm font-medium text-white transition disabled:opacity-50">
Check for updates
</button>
</div>
<p id="app-update-status" class="text-xs text-gray-500 fb-srow-wide">Loading updater status…</p>
<p id="app-update-linux-note" class="hidden text-xs text-yellow-300 fb-srow-wide">
Auto-update is not available on Linux —
<a href="https://github.com/got-feedback/feedback-desktop/releases" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">download new versions from GitHub Releases</a>.
</p>
</div>
<!-- Library folder path -->
<div class="fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">Library folder path</div>
<div class="fb-srow-desc">The folder fee[dB]ack scans for your song library.</div>
</div>
<div class="fb-srow-control">
<input type="text" id="dlc-path" placeholder="/path/to/your/library"
class="bg-dark-700 border border-gray-800 rounded-xl px-4 py-2.5 text-sm text-gray-300 placeholder-gray-600 focus:border-accent/50 outline-none">
<button onclick="pickDlcFolder()" id="btn-pick-dlc" class="hidden bg-dark-600 hover:bg-dark-500 px-4 py-2.5 rounded-xl text-sm text-gray-300 transition whitespace-nowrap">📂 Browse</button>
<button onclick="saveSettings()" class="bg-accent hover:bg-accent-light px-6 py-2.5 rounded-xl text-sm font-semibold text-white transition">Save</button>
</div>
</div>
<!-- Library rescan -->
<div class="fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">Library</div>
<div class="fb-srow-desc">Rescan checks for new songs. Full Rescan clears the cache and re-imports everything.</div>
</div>
<div class="fb-srow-control">
<button onclick="rescanLibrary()" id="btn-rescan" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Rescan Library</button>
<button onclick="fullRescanLibrary()" id="btn-full-rescan" class="bg-dark-600 hover:bg-red-900/30 px-5 py-2.5 rounded-xl text-sm text-gray-400 transition">Full Rescan</button>
<span id="rescan-status" class="text-xs text-gray-500"></span>
</div>
</div>
<!-- Backup -->
<div class="fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">Backup</div>
<div class="fb-srow-desc">Export bundles server config, browser preferences, and opted-in plugin data into one JSON file. Import overwrites current settings and reloads.</div>
</div>
<div class="fb-srow-control">
<button onclick="exportSettings()" id="btn-export-settings" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Export Settings</button>
<button onclick="document.getElementById('import-settings-file').click()" id="btn-import-settings" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Import Settings</button>
<input type="file" id="import-settings-file" accept="application/json,.json" class="hidden" onchange="importSettings(this.files[0]); this.value=''">
<span id="backup-status" class="text-xs text-gray-500"></span>
</div>
</div>
<!-- Diagnostics -->
<div class="fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">Diagnostics</div>
<div class="fb-srow-desc">Bundles server logs, hardware info, plugin inventory, and the browser console transcript into one zip for bug reports. Redaction strips DLC paths, song filenames, and IP addresses by default.</div>
</div>
<div class="grid grid-cols-2 gap-2 mb-1 text-xs text-gray-400 fb-srow-wide">
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-system" checked class="rounded border-gray-600 bg-dark-700 text-accent"> System info</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-hardware" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Hardware (CPU/GPU/RAM)</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-logs" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Server logs (last 5 MB)</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-console" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Browser console + errors</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-incl-plugins" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Plugin diagnostics</label>
<label class="flex items-center gap-2"><input type="checkbox" id="diag-redact" checked class="rounded border-gray-600 bg-dark-700 text-accent"> Redact paths &amp; song names</label>
</div>
<div class="fb-srow-control">
<button onclick="previewDiagnostics()" id="btn-diag-preview" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Preview Bundle</button>
<button onclick="exportDiagnostics()" id="btn-diag-export" class="bg-dark-600 hover:bg-dark-500 px-5 py-2.5 rounded-xl text-sm text-gray-300 transition">Export Diagnostics</button>
<span id="diag-status" class="text-xs text-gray-500"></span>
</div>
<div id="diag-preview" class="hidden mt-1 bg-dark-700 border border-gray-800 rounded-xl p-3 text-xs text-gray-400 max-h-96 overflow-auto fb-srow-wide"></div>
</div>
<!-- About -->
<div class="fb-srow fb-srow-stack">
<div class="fb-srow-main">
<div class="fb-srow-title">About</div>
<div class="fb-srow-desc">
fee[dB]ack <span id="app-version-about" class="text-gray-500"></span> · Licensed under
<a id="about-license-link" href="https://github.com/got-feedback/feedback/blob/main/LICENSE" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">GNU AGPL v3.0</a> ·
<a id="about-source-link" href="https://github.com/got-feedback/feedback" target="_blank" rel="noopener" class="text-accent hover:text-accent-light underline">Source code repository</a>.
Free software — if you run a modified version that interacts with users over a network, you must make the modified source available to those users.
</div>
</div>
</div>
<div id="settings-status" class="text-sm text-gray-500"></div>
</div>
</div>
</div>
</div>
@@ -806,7 +1005,15 @@
</select>
<button onclick="deleteSelectedLoop()" id="btn-loop-delete" class="v3-pop-btn hidden" title="Delete selected loop"></button>
</div>
<button onclick="showScreen('home')" class="v3-pop-close" title="Close player">✕ Close player</button>
<!-- Editor ⇄ 3D Highway round-trip (mirrors the v2 loop cluster). -->
<div class="v3-pop-row">
<span class="v3-pop-label">Editor</span>
<span class="flex items-center gap-1 flex-wrap">
<button onclick="editRegionInEditor()" id="btn-edit-region" class="v3-pop-btn hidden" title="Edit this region in the Song Editor">✎ Edit region</button>
<button onclick="returnToEditorFromHighway()" id="btn-return-editor" class="v3-pop-btn hidden" title="Return to the editor where you left off">↩ Editor</button>
</span>
</div>
<button onclick="requestExitSong()" class="v3-pop-close" title="Close player">✕ Close player</button>
</div>
</div>
@@ -892,6 +1099,7 @@
<script src="/static/v3/songs.js"></script>
<script src="/static/v3/lessons.js"></script>
<script src="/static/v3/dashboard.js"></script>
<script src="/static/v3/settings.js"></script>
<!-- First-run home tour: spotlights the home cards via the shared tour
engine (tour-engine.js, loaded above). Auto-runs once after onboarding
(triggered from profile.js finish()); replayable from the "?" menu. -->
+62 -2
View File
@@ -118,6 +118,14 @@
// "Waiting for notes" overlay for the whole song.
let revealed = false;
let counters = createCounters();
// Position-aware ledger: { t: chart-note time, hit } per judged note,
// so a BACKWARD reposition (Restart button / scrub-back) can rebuild the
// visible tally to reflect only the notes up to the new playhead instead
// of keeping the stale cumulative total. Mirrors the notedetect HUD's own
// ledger (note:hit/note:miss carry the judgment, incl. noteTime). The
// running `counters` stay incremental for the live path; the ledger is
// only replayed on a seek.
let ledger = [];
const els = domEls || {
root: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-hud') : null,
percent: typeof document !== 'undefined' ? document.getElementById('v3-live-performance-percent') : null,
@@ -134,6 +142,39 @@
function resetCounters() {
counters = createCounters();
ledger = [];
}
// Chart-note time for a judgment event, or null when unknown (argless
// test calls, or a judgment without timing). note:hit/note:miss carry
// the notedetect judgment object as `detail`.
function judgmentTime(e) {
const d = e && e.detail;
if (!d) return null;
if (Number.isFinite(d.noteTime)) return d.noteTime;
if (d.chartNote && Number.isFinite(d.chartNote.t)) return d.chartNote.t;
return null;
}
// Rebuild counters from the ledger up to (excluding) chart time `t`.
// Drop judgments at/after `t` so replaying forward re-counts them, then
// replay survivors in time order through the same hit/streak rules.
function rebuildToPosition(t) {
if (!Number.isFinite(t)) return;
ledger = ledger.filter((e) => !(Number.isFinite(e.t) && e.t >= t));
const sorted = ledger.slice().sort((a, b) => (a.t == null ? -Infinity : a.t) - (b.t == null ? -Infinity : b.t));
counters = createCounters();
for (const e of sorted) {
if (e.hit) {
counters.hits++;
counters.streak++;
if (counters.streak > counters.bestStreak) counters.bestStreak = counters.streak;
} else {
counters.misses++;
counters.streak = 0;
}
}
paint();
}
function currentStats() {
@@ -180,18 +221,20 @@
paint();
}
function onHit() {
function onHit(e) {
if (!active) return;
reveal();
ledger.push({ t: judgmentTime(e), hit: true });
counters.hits++;
counters.streak++;
if (counters.streak > counters.bestStreak) counters.bestStreak = counters.streak;
paint();
}
function onMiss() {
function onMiss(e) {
if (!active) return;
reveal();
ledger.push({ t: judgmentTime(e), hit: false });
counters.misses++;
counters.streak = 0;
paint();
@@ -207,6 +250,22 @@
sm.on('song:ended', () => { hideSession(); });
sm.on('note:hit', onHit);
sm.on('note:miss', onMiss);
// Restart / scrub-back: rebuild the tally to the new playhead. song:seek
// is core's single repositioning funnel ({ from, to, reason }). Only a
// BACKWARD jump recomputes; a forward seek leaves earlier notes counted.
// Skip loop-wrap (drill mode) so a practiced A-B loop keeps accumulating,
// matching the notedetect HUD.
sm.on('song:seek', (e) => {
if (!active) return;
const d = (e && e.detail) || {};
if (d.reason === 'loop-wrap') return;
const to = Number(d.to);
if (!Number.isFinite(to)) return;
const from = Number(d.from);
const movedBack = Number.isFinite(from) ? (to < from - 0.05) : true;
if (!movedBack) return;
rebuildToPosition(to);
});
return {
getCounters: () => ({ ...counters }),
@@ -216,6 +275,7 @@
hideSession,
onHit,
onMiss,
rebuildToPosition,
paint,
els,
};
+2
View File
@@ -172,6 +172,8 @@
function updateUpNext() {
const pill = $('v3-upnext');
if (!pill) return;
// Gated by the core "Show 'Up Next'" pref (Gameplay tab, default ON).
if (window.feedBack && window.feedBack.showUpNext === false) { pill.classList.add('hidden'); return; }
const hw = window.highway;
const secs = (hw && typeof hw.getSections === 'function') ? hw.getSections() : null;
const t = (hw && typeof hw.getTime === 'function') ? hw.getTime() : null;
+42 -5
View File
@@ -28,6 +28,22 @@
} catch (e) { return null; }
}
// Content-dependent playlist cover: a custom uploaded cover wins; otherwise
// the playlist's own song art — the icon when empty, one cover for a few
// songs, a 2×2 mosaic at 4+. `art_urls` / `cover_url` come from /api/playlists.
function playlistCoverHtml(p) {
const box = 'w-full aspect-square rounded-lg overflow-hidden bg-fb-bg/50 mb-3';
const img = (u, cls) => '<img src="' + esc(u) + '" alt="" class="' + cls + '" onerror="this.style.visibility=\'hidden\'">';
if (p.cover_url) return '<div class="' + box + '">' + img(p.cover_url, 'w-full h-full object-cover') + '</div>';
const arts = Array.isArray(p.art_urls) ? p.art_urls : [];
if (!arts.length) {
return '<div class="' + box + ' flex items-center justify-center text-5xl text-fb-textDim">' + (p.system_key ? '🔖' : '🎵') + '</div>';
}
if (arts.length < 4) return '<div class="' + box + '">' + img(arts[0], 'w-full h-full object-cover') + '</div>';
return '<div class="' + box + ' grid grid-cols-2 grid-rows-2 gap-px">' +
arts.slice(0, 4).map((u) => img(u, 'w-full h-full object-cover')).join('') + '</div>';
}
function songRow(s, opts) {
opts = opts || {};
const handle = opts.draggable
@@ -96,15 +112,14 @@
(lists.length
? '<div class="grid grid-cols-2 sm:grid-cols-3 lg:grid-cols-4 gap-4">' + lists.map((p) =>
'<button data-pl="' + p.id + '" class="text-left bg-fb-card/80 backdrop-blur rounded-xl p-4 border border-fb-border/50 hover:border-fb-primary/40 transition">' +
'<div class="w-full aspect-square rounded-lg bg-fb-bg/50 mb-3 flex items-center justify-center text-fb-textDim">' +
(p.system_key ? '🔖' : '🎵') + '</div>' +
playlistCoverHtml(p) +
'<div class="text-sm font-medium text-fb-text truncate">' + esc(p.name) + '</div>' +
'<div class="text-xs text-fb-textDim">' + p.count + ' song' + (p.count === 1 ? '' : 's') + '</div>' +
'</button>').join('') + '</div>'
: '<p class="text-fb-textDim">No playlists yet. Create one to group songs.</p>') +
'</div>';
root.querySelector('#v3-pl-new')?.addEventListener('click', async () => {
const name = (window.prompt('Playlist name?') || '').trim();
const name = ((await window.uiPrompt({ title: 'New Playlist', label: 'Playlist name', okLabel: 'Create', placeholder: 'My Playlist' })) || '').trim();
if (!name) return;
await jsend('POST', '/api/playlists', { name });
renderPlaylists();
@@ -126,8 +141,11 @@
'<h2 class="text-3xl font-bold text-fb-text truncate">' + esc(pl.name) + '</h2>' +
(isSystem ? '' :
'<div class="flex gap-2 shrink-0">' +
'<button id="v3-pl-cover" class="text-sm text-fb-textDim hover:text-fb-text px-2">Cover</button>' +
(pl.cover_url ? '<button id="v3-pl-cover-rm" class="text-sm text-fb-textDim hover:text-fb-accent px-2">Remove cover</button>' : '') +
'<button id="v3-pl-rename" class="text-sm text-fb-textDim hover:text-fb-text px-2">Rename</button>' +
'<button id="v3-pl-delete" class="text-sm text-fb-textDim hover:text-fb-accent px-2">Delete</button></div>') +
'<button id="v3-pl-delete" class="text-sm text-fb-textDim hover:text-fb-accent px-2">Delete</button>' +
'<input type="file" id="v3-pl-cover-file" accept="image/*" class="hidden"></div>') +
'</div>' +
(pl.songs.length
? '<ul id="v3-pl-songs" class="space-y-1">' + pl.songs.map((s) => songRow(s, { draggable: !isSystem })).join('') + '</ul>'
@@ -137,7 +155,7 @@
const listEl = root.querySelector('#v3-pl-songs');
if (listEl) wireSongRows(listEl, pid, () => renderPlaylistDetail(pid));
root.querySelector('#v3-pl-rename')?.addEventListener('click', async () => {
const name = (window.prompt('Rename playlist', pl.name) || '').trim();
const name = ((await window.uiPrompt({ title: 'Rename Playlist', label: 'Playlist name', value: pl.name, okLabel: 'Rename' })) || '').trim();
if (!name) return;
await jsend('PATCH', '/api/playlists/' + pid, { name });
renderPlaylistDetail(pid);
@@ -147,6 +165,25 @@
await fetch('/api/playlists/' + pid, { method: 'DELETE' });
renderPlaylists();
});
// Custom cover: pick an image → upload as a data URL → the playlist card
// shows it (overriding the song-art cover). Re-render the detail so the
// Remove-cover button appears; the grid picks up the new cover on return.
const coverFile = root.querySelector('#v3-pl-cover-file');
root.querySelector('#v3-pl-cover')?.addEventListener('click', () => coverFile && coverFile.click());
coverFile?.addEventListener('change', () => {
const f = coverFile.files && coverFile.files[0];
if (!f) return;
const reader = new FileReader();
reader.onload = async (e) => {
await jsend('POST', '/api/playlists/' + pid + '/cover', { image: e.target.result });
renderPlaylistDetail(pid);
};
reader.readAsDataURL(f);
});
root.querySelector('#v3-pl-cover-rm')?.addEventListener('click', async () => {
await fetch('/api/playlists/' + pid + '/cover', { method: 'DELETE' });
renderPlaylistDetail(pid);
});
}
// ── #v3-saved ─────────────────────────────────────────────────────────--
+164 -42
View File
@@ -96,6 +96,47 @@
}
// ── Profile screen (#v3-profile) ────────────────────────────────────────-
// The screen is tabbed exactly like the v3 Settings page (.fb-tabbar /
// .fb-tab[data-tab] / .fb-tabpanel[data-tab]; achievements epic): a
// **Profile** (main) tab and an **Achievements** tab. Core only ships the
// shell + two mount points; the bundled achievements plugin renders the
// Feats trophy shelf (#v3-profile-feats-slot, earned-only) and the full
// competency catalogue (#v3-profile-achievements-mount) into them on the
// `v3:profile-rendered` event below. Active tab persists in localStorage,
// mirroring settings.js.
var PROFILE_TAB_KEY = 'v3-profile-tab';
var PROFILE_DEFAULT_TAB = 'profile';
function activateProfileTab(tab) {
var root = document.getElementById('v3-profile');
if (!root) return;
var bar = root.querySelector('#v3-profile-tabbar');
var tabs = [];
if (bar) bar.querySelectorAll('.fb-tab').forEach(function (b) { if (b.dataset.tab) tabs.push(b.dataset.tab); });
if (tabs.indexOf(tab) === -1) tab = tabs.length ? tabs[0] : PROFILE_DEFAULT_TAB;
root.querySelectorAll('#v3-profile-tabbar .fb-tab').forEach(function (b) {
b.classList.toggle('active', b.dataset.tab === tab);
});
root.querySelectorAll('.fb-tabpanel').forEach(function (p) {
p.classList.toggle('active', p.dataset.tab === tab);
});
try { localStorage.setItem(PROFILE_TAB_KEY, tab); } catch (_) { /* private mode */ }
}
function wireProfileTabs() {
var bar = document.getElementById('v3-profile-tabbar');
if (bar && bar.dataset.wired !== '1') {
bar.dataset.wired = '1';
bar.addEventListener('click', function (e) {
var btn = e.target.closest ? e.target.closest('.fb-tab') : null;
if (btn && btn.dataset.tab) activateProfileTab(btn.dataset.tab);
});
}
var saved = PROFILE_DEFAULT_TAB;
try { saved = localStorage.getItem(PROFILE_TAB_KEY) || PROFILE_DEFAULT_TAB; } catch (_) { /* noop */ }
activateProfileTab(saved);
}
function renderProfileScreen() {
const root = document.getElementById('v3-profile');
if (!root) return;
@@ -110,9 +151,8 @@
const pathChips = ((prog && prog.paths) || []).map((path) =>
'<span class="inline-flex items-center gap-1 bg-fb-bg/40 border border-fb-border/50 rounded-full px-3 py-1 text-xs text-fb-text">' +
esc(path.name) + ' <span class="text-fb-primary font-semibold">Lv ' + path.level + '</span></span>').join(' ');
root.innerHTML =
'<div class="max-w-4xl mx-auto p-6 md:p-8 space-y-6">' +
// Header card
// Header card (Profile main tab).
const headerCard =
'<div class="bg-fb-card/80 backdrop-blur rounded-xl p-6 border border-fb-border/50 flex flex-col sm:flex-row items-center gap-6">' +
'<span data-v3-avatar-frame class="inline-block rounded-full">' +
avatarImg(_profile && _profile.avatar_url, 'w-24 h-24') + '</span>' +
@@ -128,17 +168,39 @@
'<div class="mt-4 flex items-center justify-center sm:justify-start gap-4">' +
'<button type="button" data-v3-edit-profile class="text-sm text-fb-primary hover:text-fb-primaryHi">Edit name &amp; avatar</button>' +
'<button type="button" data-v3-open-progress class="text-sm text-fb-primary hover:text-fb-primaryHi">View challenges &amp; quests →</button>' +
'</div></div></div>' +
// Per-song bests — top scored songs from /api/stats/top, filled by
// renderBests() after innerHTML is set. The placeholder text shows
// during load and when nothing's been scored yet.
'</div></div></div>';
// Per-song bests — top scored songs from /api/stats/top, filled by
// renderBests() after innerHTML is set. The placeholder text shows
// during load and when nothing's been scored yet.
const bestsCard =
'<div class="bg-fb-card/80 backdrop-blur rounded-xl p-6 border border-fb-border/50">' +
'<h3 class="text-lg font-bold text-fb-text mb-2">Your best scores</h3>' +
'<div id="v3-profile-bests" class="text-sm text-fb-textDim">Play a song to start tracking your accuracy and best scores.</div>' +
'</div>';
const playerIdFooter = (_profile && _profile.player_hash
? '<p class="text-center text-[10px] uppercase tracking-wider text-fb-textDim/60">player id ' + esc(_profile.player_hash.slice(0, 12)) + '</p>'
: '');
root.innerHTML =
'<div class="max-w-4xl mx-auto p-6 md:p-8">' +
'<div class="fb-tabbar" id="v3-profile-tabbar">' +
'<button type="button" class="fb-tab" data-tab="profile">Profile</button>' +
'<button type="button" class="fb-tab" data-tab="achievements">Achievements</button>' +
'</div>' +
// ── Profile (main) panel ──────────────────────────────────────────
'<div class="fb-tabpanel" data-tab="profile">' +
'<div class="space-y-6">' +
headerCard +
bestsCard +
// Feats of Power trophy shelf — rendered by the achievements plugin
// (earned Feats only; hidden-until-earned, so empty when none).
'<div id="v3-profile-feats-slot"></div>' +
playerIdFooter +
'</div></div>' +
// ── Achievements panel ────────────────────────────────────────────
'<div class="fb-tabpanel" data-tab="achievements">' +
'<div id="v3-profile-achievements-mount"></div>' +
'<p class="fb-tabpanel-empty" data-empty-for="v3-profile-achievements-mount">Install the Achievements plugin to track your skill milestones.</p>' +
'</div>' +
(_profile && _profile.player_hash
? '<p class="text-center text-[10px] uppercase tracking-wider text-fb-textDim/60">player id ' + esc(_profile.player_hash.slice(0, 12)) + '</p>'
: '') +
'</div>';
const edit = root.querySelector('[data-v3-edit-profile]');
if (edit) edit.addEventListener('click', () => show(_profile, { editing: true }));
@@ -147,7 +209,13 @@
if (window.v3Theme && typeof window.v3Theme.applyFrame === 'function') {
window.v3Theme.applyFrame(root.querySelector('[data-v3-avatar-frame]'));
}
wireProfileTabs();
renderBests();
// Tell the achievements plugin (or any profile consumer) the shell +
// mount points exist now, so it can (re)inject on every profile entry —
// innerHTML above wipes prior injected content. Mirrors
// `v3:settings-rendered`. Harmless if no listener is attached.
try { document.dispatchEvent(new CustomEvent('v3:profile-rendered')); } catch (_) { /* noop */ }
}
// Fill the "Your best scores" panel from /api/stats/top (top scored songs,
@@ -222,23 +290,39 @@
if (!instruments.length) return;
// Don't let a plugin-load race skip the mandatory input-setup step.
if (!(await waitForInputSetup(8000))) return;
const caps = window.feedBack && window.feedBack.capabilities;
if (!caps || typeof caps.command !== 'function') {
try { await window.feedBackInputSetup.launch(instruments); } catch (e) { /* proceed */ }
return;
// Hide this onboarding modal while the input-setup wizard (its own
// full-screen overlay) runs on top. Otherwise both stay stacked, and when
// the note-detect calibration wizard minimizes to expose the Tuner the
// onboarding modal shows through behind the tuner. Restored in `finally`
// before we advance to the calibration-challenge step.
const ob = document.getElementById('v3-onboarding');
const obPrevDisplay = ob ? ob.style.display : '';
if (ob) ob.style.display = 'none';
const restoreOnboarding = () => {
const o = document.getElementById('v3-onboarding');
if (o) o.style.display = obPrevDisplay;
};
try {
const caps = window.feedBack && window.feedBack.capabilities;
if (!caps || typeof caps.command !== 'function') {
try { await window.feedBackInputSetup.launch(instruments); } catch (e) { /* proceed */ }
return;
}
await new Promise((resolve) => {
let settled = false;
let unsub = null;
const done = () => { if (settled) return; settled = true; try { unsub && unsub(); } catch (e) { /* noop */ } resolve(); };
try { unsub = typeof caps.subscribe === 'function' ? caps.subscribe('input-calibration:calibration-done', done) : null; } catch (e) { unsub = null; }
// `run` is fire-and-launch; completion arrives via the event above.
// A non-handled outcome (no owner / plugin absent / error) means
// nothing was launched, so proceed immediately.
caps.command('input-calibration', 'run', { requester: 'onboarding', payload: { instruments } })
.then((r) => { if (!r || r.outcome !== 'handled') done(); })
.catch(() => done());
});
} finally {
restoreOnboarding();
}
await new Promise((resolve) => {
let settled = false;
let unsub = null;
const done = () => { if (settled) return; settled = true; try { unsub && unsub(); } catch (e) { /* noop */ } resolve(); };
try { unsub = typeof caps.subscribe === 'function' ? caps.subscribe('input-calibration:calibration-done', done) : null; } catch (e) { unsub = null; }
// `run` is fire-and-launch; completion arrives via the event above.
// A non-handled outcome (no owner / plugin absent / error) means
// nothing was launched, so proceed immediately.
caps.command('input-calibration', 'run', { requester: 'onboarding', payload: { instruments } })
.then((r) => { if (!r || r.outcome !== 'handled') done(); })
.catch(() => done());
});
}
function show(profile, opts) {
@@ -248,7 +332,7 @@
const stepDots = editing ? '' :
'<div class="flex justify-center gap-1.5 mt-3" id="v3-ob-dots">' +
[1, 2, 3, 4].map((n) => '<span data-dot="' + n + '" class="w-2 h-2 rounded-full bg-fb-border"></span>').join('') +
[1, 2, 3, 4, 5].map((n) => '<span data-dot="' + n + '" class="w-2 h-2 rounded-full bg-fb-border"></span>').join('') +
'</div>';
const overlay = document.createElement('div');
@@ -281,13 +365,23 @@
'class="flex-1 bg-gray-800/50 border border-gray-700 rounded-md px-3 py-2 text-sm text-fb-text outline-none focus:border-fb-primary focus:ring-1 focus:ring-fb-primary">' +
'<button type="button" id="v3-ob-songdir-browse" class="hidden px-3 py-2 rounded-md text-sm bg-gray-800/50 border border-gray-700 text-fb-text hover:border-fb-primary whitespace-nowrap">Browse…</button>' +
'</div></div>' +
// Step 3 — instrument paths (first-run only; tiles filled on entry).
// Step 3 — Achievements wall opt-in (first-run only; default OFF).
'<div id="v3-ob-step3" class="hidden">' +
'<label class="block text-xs uppercase tracking-wider text-fb-textDim mb-2">Feats of Power</label>' +
'<p class="text-sm text-fb-textDim mb-3">As you practise youll earn rare <span class="text-fb-text">Feats of Power</span> — silly, bombastic activity trophies. Want to show them off on the public <span class="text-fb-text">Feats wall</span>?</p>' +
'<label class="flex items-start gap-3 cursor-pointer rounded-lg border border-fb-border/50 bg-fb-bg/40 p-3">' +
'<input type="checkbox" id="v3-ob-optin" class="mt-1 h-4 w-4 rounded border-gray-600 bg-gray-800 text-fb-primary focus:ring-fb-primary">' +
'<span class="text-sm text-fb-text">Share my Feats on the wall' +
'<span class="block text-xs text-fb-textDim mt-1">Publishes only your display name and the Feats you earn — never songs, skills, or scores. You can change this any time in Settings, and remove yourself with one click.</span></span>' +
'</label>' +
'<p class="text-xs text-fb-textDim mt-2">Leave it unticked to keep everything private. This is off by default.</p></div>' +
// Step 4 — instrument paths (first-run only; tiles filled on entry).
'<div id="v3-ob-step4" class="hidden">' +
'<label class="block text-xs uppercase tracking-wider text-fb-textDim mb-2">Pick your instrument path(s)</label>' +
'<p class="text-sm text-fb-textDim mb-3">Each path levels up by completing challenges — together they make up your Mastery Rank. You can add more later.</p>' +
'<div id="v3-ob-paths" class="grid grid-cols-3 gap-2"></div></div>' +
// Step 4 — calibration offer (first-run only).
'<div id="v3-ob-step4" class="hidden">' +
// Step 5 — calibration offer (first-run only).
'<div id="v3-ob-step5" class="hidden">' +
'<label class="block text-xs uppercase tracking-wider text-fb-textDim mb-2">Calibration challenge</label>' +
'<p class="text-sm text-fb-textDim">Prove your setup: play the <span class="text-fb-text">fee[dB]ack Diagnostic</span> with note detection and finish at <span class="text-fb-text font-semibold">100% accuracy</span> to reach <span class="text-fb-text font-semibold">Mastery Rank 1</span>.</p>' +
'<p class="text-sm text-fb-textDim mt-2">Not ready? Skip it and youll start at Rank 1 anyway — you can still play it later from the Progress screen.</p></div>' +
@@ -333,6 +427,9 @@
// for now" is available for users who'll set it later.
submit.disabled = !songDir.trim();
} else if (step === 3) {
// Achievements opt-in — either choice is valid; always enabled.
submit.disabled = false;
} else if (step === 4) {
// ≥1 path required — unless none could be offered (offline /
// empty content), where blocking would strand onboarding.
submit.disabled = pathsAvailable && selectedPaths.length < 1;
@@ -344,7 +441,7 @@
function setStep(n) {
step = n;
errEl.classList.add('hidden');
for (let i = 1; i <= 4; i++) {
for (let i = 1; i <= 5; i++) {
overlay.querySelector('#v3-ob-step' + i).classList.toggle('hidden', i !== n);
}
overlay.querySelectorAll('#v3-ob-dots [data-dot]').forEach((d) => {
@@ -355,13 +452,14 @@
if (subtitle) {
subtitle.textContent = n === 1 ? 'Set up your player profile'
: n === 2 ? 'Point us at your songs'
: n === 3 ? 'Choose your instrument paths'
: n === 3 ? 'Feats of Power (optional)'
: n === 4 ? 'Choose your instrument paths'
: 'One last thing — calibrate your setup';
}
submit.textContent = n === 4 ? 'Play it now' : 'Next';
submit.textContent = n === 5 ? 'Play it now' : 'Next';
// Skip is offered on the song-directory step (configure later) and
// the calibration challenge.
skipBtn.classList.toggle('hidden', !(n === 2 || n === 4));
skipBtn.classList.toggle('hidden', !(n === 2 || n === 5));
refreshSubmit();
}
@@ -546,23 +644,42 @@
}
if (step === 2) {
// Save the song directory + kick a library scan, then continue
// to instrument paths. "Skip for now" leaves it unconfigured.
// to the achievements opt-in. "Skip for now" leaves it unconfigured.
submit.disabled = true;
try {
await saveSongDir();
setStep(3);
loadPathTiles();
} catch (e) { showErr(e.message || 'Could not set the song directory.'); refreshSubmit(); }
return;
}
if (step === 3) {
// Persist the wall opt-in choice (default OFF) then continue to
// instrument paths. Best-effort — a failed write must not block
// onboarding; the user can still set it later in Settings.
submit.disabled = true;
try {
const optEl = overlay.querySelector('#v3-ob-optin');
const optedIn = !!(optEl && optEl.checked);
try {
await fetch('/api/settings', {
method: 'POST', headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ achievements_enabled: optedIn }),
});
try { localStorage.setItem('achievementsEnabled', optedIn ? '1' : '0'); } catch (_) { /* noop */ }
} catch (e) { /* best-effort — settable later */ }
setStep(4);
loadPathTiles();
} finally { refreshSubmit(); }
return;
}
if (step === 4) {
// Create the profile (onboarded=1) BEFORE the calibration choice
// so closing the overlay at the challenge can never lose the profile.
submit.disabled = true;
try {
_profile = await postProfile();
if (selectedPaths.length) {
// A failed path save must NOT advance — step 3's skip
// A failed path save must NOT advance — step 4's skip
// requires ≥1 selected path (spec invariant) and would
// otherwise leave a pathless rank-1 profile.
const res = await fetch('/api/progression/paths', {
@@ -578,11 +695,11 @@
// New step: input-device selection + calibration, between
// path selection and the note-detect calibration challenge.
await runInputSetup(selectedPaths);
setStep(4);
setStep(5);
} catch (e) { showErr(e.message || 'Could not save profile.'); refreshSubmit(); }
return;
}
// Step 4 — "Play it now": leave calibration pending (it completes
// Step 5 — "Play it now": leave calibration pending (it completes
// through the normal scored-stats path) and launch the diagnostic.
const target = diagnosticFilename;
await finish({ launchingSong: !!target });
@@ -591,13 +708,12 @@
skipBtn.addEventListener('click', async () => {
// Step 2 — skip the song directory (the user can set it later in
// Settings). Proceed straight to instrument paths.
// Settings). Proceed to the achievements opt-in.
if (step === 2) {
setStep(3);
loadPathTiles();
return;
}
// Step 4 — skip: Mastery Rank 1 immediately, calibration stays
// Step 5 — skip: Mastery Rank 1 immediately, calibration stays
// replayable from the Progress screen.
skipBtn.disabled = true;
try {
@@ -630,6 +746,12 @@
if (window.feedBack && typeof window.feedBack.on === 'function') {
window.feedBack.on('progression:updated', () => { renderBadge(); renderProfileScreen(); });
window.feedBack.on('v3:cosmetics-applied', () => { renderBadge(); renderProfileScreen(); });
// Re-render on every Profile entry so the Feats shelf + Achievements
// catalogue refresh (and `v3:profile-rendered` re-fires for the
// plugin) — the plugin may have loaded after the initial boot render.
window.feedBack.on('screen:changed', (e) => {
if (e && e.detail && e.detail.id === 'v3-profile') renderProfileScreen();
});
}
}
if (document.readyState === 'loading') {
+208
View File
@@ -0,0 +1,208 @@
// ════════════════════════════════════════════════════════════════════════
// v3 tabbed settings page — behaviour layer (feat/v3-settings-tabbed)
//
// The markup (tab bar, card rows, per-tab plugin mount containers) lives
// statically in static/v3/index.html so the element ids exist before app.js's
// loadSettings() hydrates them. This module owns the *behaviour*:
// • tab switching + active-tab persistence (localStorage 'v3-settings-tab')
// • the per-category "Reset" button(s)
// • the read-only Keybinds reference (from window.getAllShortcuts())
// • empty-state notes for plugin tabs with no installed plugins
//
// It is a plain non-module script (matches the rest of static/v3/*). All
// reads are null-guarded so it no-ops gracefully on the classic v2 page (which
// ships its own settings markup and never creates #settings-tabbar).
// ════════════════════════════════════════════════════════════════════════
(function () {
'use strict';
var TAB_KEY = 'v3-settings-tab';
var DEFAULT_TAB = 'gameplay';
// Per-category reset descriptors. `server` keys are cleared via
// POST /api/settings/reset (so the next GET falls back to defaults);
// `local` keys are client-only localStorage prefs; `after` re-applies any
// live-object default that won't pick itself back up from a cleared key.
// Only tabs with a [data-reset] button in the markup need an entry — today
// that's Gameplay; others can be added alongside a button later.
var RESET_MAP = {
gameplay: {
server: ['master_difficulty', 'av_offset_ms', 'miss_penalty',
'fail_behavior', 'countdown_before_song', 'default_arrangement'],
local: ['lefty', 'autoplayExit', 'showUpNext', 'confirmExitSong', 'arrangementNamingMode', 'countdownBeforeSong'],
after: function () {
// Left-handed is held on the highway object, not re-derived
// from localStorage on load — flip it back to the default.
try { if (window.highway && window.highway.setLefty) window.highway.setLefty(false); } catch (_) { /* noop */ }
},
},
};
function esc(s) {
return String(s == null ? '' : s)
.replace(/&/g, '&amp;').replace(/</g, '&lt;').replace(/>/g, '&gt;');
}
// ── Tab switching ────────────────────────────────────────────────────
function knownTabs() {
var out = [];
document.querySelectorAll('#settings-tabbar .fb-tab').forEach(function (b) {
if (b.dataset.tab) out.push(b.dataset.tab);
});
return out;
}
function activateTab(tab) {
var tabs = knownTabs();
if (tabs.indexOf(tab) === -1) tab = tabs.length ? tabs[0] : DEFAULT_TAB;
document.querySelectorAll('#settings-tabbar .fb-tab').forEach(function (b) {
b.classList.toggle('active', b.dataset.tab === tab);
});
document.querySelectorAll('#settings .fb-tabpanel').forEach(function (p) {
p.classList.toggle('active', p.dataset.tab === tab);
});
try { localStorage.setItem(TAB_KEY, tab); } catch (_) { /* private mode */ }
}
function wireTabs() {
var bar = document.getElementById('settings-tabbar');
if (!bar || bar.dataset.wired === '1') return;
bar.dataset.wired = '1';
bar.addEventListener('click', function (e) {
var btn = e.target.closest ? e.target.closest('.fb-tab') : null;
if (btn && btn.dataset.tab) activateTab(btn.dataset.tab);
});
var saved = DEFAULT_TAB;
try { saved = localStorage.getItem(TAB_KEY) || DEFAULT_TAB; } catch (_) { /* noop */ }
activateTab(saved);
}
// ── Per-category reset ────────────────────────────────────────────────
function wireResets() {
document.querySelectorAll('#settings [data-reset]').forEach(function (btn) {
if (btn.dataset.wired === '1') return;
btn.dataset.wired = '1';
btn.addEventListener('click', function () { resetCategory(btn.dataset.reset); });
});
}
function resetCategory(cat) {
var map = RESET_MAP[cat];
if (!map) return;
var confirmFn = (typeof window._confirmDialog === 'function')
? window._confirmDialog({
title: 'Reset ' + cat.charAt(0).toUpperCase() + cat.slice(1) + ' Settings',
body: '<p class="text-sm text-gray-300">Restore these settings to their defaults? This can\'t be undone.</p>',
confirmText: 'Reset', cancelText: 'Cancel', danger: true,
})
: Promise.resolve(window.confirm('Reset ' + cat + ' settings to defaults?'));
confirmFn.then(function (ok) {
if (!ok) return;
var done = Promise.resolve();
if (map.server && map.server.length) {
done = fetch('/api/settings/reset', {
method: 'POST',
headers: { 'Content-Type': 'application/json' },
body: JSON.stringify({ keys: map.server }),
}).catch(function () { /* best-effort */ });
}
done.then(function () {
(map.local || []).forEach(function (k) {
try { localStorage.removeItem(k); } catch (_) { /* noop */ }
});
if (typeof map.after === 'function') { try { map.after(); } catch (_) { /* noop */ } }
// Re-hydrate every control from the now-default server + local state.
if (typeof window.loadSettings === 'function') {
try { window.loadSettings(); } catch (_) { /* noop */ }
}
});
});
}
// ── Keybinds reference (read-only) ────────────────────────────────────
var SCOPE_TITLES = {
global: 'Global', player: 'Player', library: 'Library', settings: 'Settings',
};
function scopeTitle(scope) {
if (SCOPE_TITLES[scope]) return SCOPE_TITLES[scope];
if (scope && scope.indexOf('plugin-') === 0) return 'Plugin: ' + scope.slice(7);
return scope || 'Other';
}
function renderKeybinds() {
var host = document.getElementById('settings-keybinds');
if (!host) return;
var list = [];
try { if (typeof window.getAllShortcuts === 'function') list = window.getAllShortcuts() || []; } catch (_) { list = []; }
if (!list.length) {
host.innerHTML = '<p class="fb-tabpanel-empty">No keyboard shortcuts are registered yet.</p>';
return;
}
// Group by scope, stable scope order with anything unknown last.
var order = ['global', 'player', 'library', 'settings'];
var groups = {};
list.forEach(function (s) {
(groups[s.scope] = groups[s.scope] || []).push(s);
});
var scopes = Object.keys(groups).sort(function (a, b) {
var ia = order.indexOf(a), ib = order.indexOf(b);
if (ia === -1) ia = order.length;
if (ib === -1) ib = order.length;
return ia - ib || a.localeCompare(b);
});
var html = '';
scopes.forEach(function (scope) {
html += '<div class="fb-kbd-group-title">' + esc(scopeTitle(scope)) + '</div>';
html += '<div class="fb-srows">';
groups[scope].forEach(function (s) {
html += '<div class="fb-srow">'
+ '<div class="fb-srow-main"><div class="fb-srow-title">' + esc(s.description || s.combo) + '</div></div>'
+ '<div class="fb-srow-control"><span class="fb-kbd">' + esc(s.combo) + '</span></div>'
+ '</div>';
});
html += '</div>';
});
html += '<p class="fb-settings-note">Remapping shortcuts is not yet supported.</p>';
host.innerHTML = html;
}
// ── Empty-state notes for plugin tabs ─────────────────────────────────
function refreshEmptyStates() {
document.querySelectorAll('#settings [data-empty-for]').forEach(function (note) {
var target = document.getElementById(note.dataset.emptyFor);
var empty = !target || target.children.length === 0;
note.style.display = empty ? '' : 'none';
});
}
// ── Boot + refresh on settings entry ──────────────────────────────────
function init() {
if (!document.getElementById('settings-tabbar')) return; // not the v3 page
wireTabs();
wireResets();
renderKeybinds();
refreshEmptyStates();
// Safety net for plugin-panel injection ordering: tell app.js the
// settings containers exist now (it injects plugin <details> into the
// per-category containers). Harmless if no listener is attached.
try { document.dispatchEvent(new CustomEvent('v3:settings-rendered')); } catch (_) { /* noop */ }
}
// Re-derive the dynamic bits whenever the user enters Settings: shortcuts
// and plugin panels may have registered/mounted since the last visit.
if (window.feedBack && typeof window.feedBack.on === 'function') {
window.feedBack.on('screen:changed', function (e) {
if (e && e.id === 'settings') {
// Plugin panels (and shortcuts) may have mounted since the last
// visit — re-derive the dynamic bits on every Settings entry.
wireTabs(); wireResets(); renderKeybinds(); refreshEmptyStates();
}
});
}
if (document.readyState === 'loading') {
document.addEventListener('DOMContentLoaded', init, { once: true });
} else {
init();
}
})();
+26 -2
View File
@@ -17,6 +17,13 @@
const esc = (s) => String(s == null ? '' : s).replace(/[&<>"']/g, (c) => (
{ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c]));
// Plugin ids whose manifest declared `"fullscreen": true`. Populated from
// /api/plugins in renderPromotedNav(); read by syncActive() to toggle the
// immersive (chrome-collapsed) shell whenever such a plugin's screen is the
// active one. Empty until plugins resolve — the worst case is one extra
// syncActive() once the fetch lands, which re-applies the class.
const FULLSCREEN_PLUGIN_IDS = new Set();
// ── Navigation registry ────────────────────────────────────────────────
// Each entry maps a stable hash key → a screen id (showScreen target) and a
// label. Legacy screens are reused: "Songs" = #home (library), "Favorites"
@@ -43,6 +50,7 @@
{ key: 'virtuoso', screen: 'plugin-virtuoso', label: 'Virtuoso - Practice', group: null, icon: 'target' },
{ key: 'rig_builder', screen: 'plugin-rig_builder', label: 'Rig Builder', group: null, icon: 'amp' },
{ key: 'editor', screen: 'plugin-editor', label: 'Song Editor', group: null, icon: 'edit' },
{ key: 'audio_engine', screen: 'plugin-audio_engine', label: 'Audio', group: null, icon: 'amp' },
// Not in the sidebar groups, but routable (profile badge → here).
{ key: 'profile', screen: 'v3-profile', label: 'Profile', group: null, icon: 'user' },
];
@@ -54,6 +62,7 @@
{ navKey: 'virtuoso', pluginId: 'virtuoso', slotId: 'v3-nav-virtuoso', anchorAfter: 'feedbarcade' },
{ navKey: 'rig_builder', pluginId: 'rig_builder', slotId: 'v3-nav-rig-builder', anchorAfter: 'saved' },
{ navKey: 'editor', pluginId: 'editor', slotId: 'v3-nav-editor', anchorAfter: 'songs' },
{ navKey: 'audio_engine', pluginId: 'audio_engine', slotId: 'v3-nav-audio-engine', anchorAfter: 'settings' },
];
const TOPBAR_KEYS = ['home', 'songs', 'plugins', 'settings'];
const SIDEBAR_GROUPS = ['HOME', 'LIBRARY'];
@@ -112,6 +121,15 @@
el.classList.toggle('text-fb-textDim', !on);
});
setTopbarTitle(titleFor(screenId));
// Immersive (full-screen) plugin screens: when the active screen belongs
// to a plugin that opted in via `"fullscreen": true`, collapse the host
// chrome (topbar hidden, sidebar → icon rail; see v3.css) and let the
// plugin own the content area. Toggled here so it tracks every
// navigation, including deep-link load and programmatic showScreen().
const fsPluginId = (screenId && screenId.indexOf('plugin-') === 0)
? screenId.slice('plugin-'.length) : null;
const immersive = !!(fsPluginId && FULLSCREEN_PLUGIN_IDS.has(fsPluginId));
document.documentElement.classList.toggle('fb-immersive', immersive);
// Show the song search only on the library screen. Everywhere else the
// box is irrelevant (and would silently no-op against v3Songs.search).
const searchWrap = document.getElementById('v3-search-wrap');
@@ -144,7 +162,7 @@
return '<a href="#/' + entry.key + '" data-v3-nav="' + entry.key + '" ' +
'class="flex items-center gap-3 px-3 py-2 rounded-lg text-sm text-fb-textDim ' +
'hover:text-fb-text hover:bg-fb-card/50 transition-colors">' +
iconSvg(entry.icon) + '<span class="truncate">' + esc(labelOverride != null ? labelOverride : entry.label) + '</span></a>';
iconSvg(entry.icon) + '<span class="truncate v3-nav-label">' + esc(labelOverride != null ? labelOverride : entry.label) + '</span></a>';
}
// Empty slot for a promoted plugin, anchored after a nav item. Filled by
// renderPromotedNav() only when the plugin is installed, so an absent
@@ -161,7 +179,7 @@
const items = NAV.filter((n) => n.group === group);
if (!items.length) continue;
const itemsHTML = items.map((it) => navItemHTML(it) + promotedSlotHTML(it.key)).join('');
html += '<div><div class="px-3 mb-1 text-[10px] uppercase tracking-wider font-semibold text-fb-textDim/70">' +
html += '<div><div class="v3-nav-group px-3 mb-1 text-[10px] uppercase tracking-wider font-semibold text-fb-textDim/70">' +
group + '</div><div class="space-y-0.5">' + itemsHTML + '</div></div>';
}
nav.innerHTML = html;
@@ -270,6 +288,12 @@
if (res.ok) plugins = await res.json();
} catch (e) { return; } // degrade: no promoted slots
const list = Array.isArray(plugins) ? plugins : [];
// Record which installed plugins requested immersive (full-screen)
// screens, then re-sync the active screen so the chrome collapses even
// if we navigated to a fullscreen plugin before /api/plugins resolved.
FULLSCREEN_PLUGIN_IDS.clear();
for (const p of list) { if (p && p.fullscreen && p.id) FULLSCREEN_PLUGIN_IDS.add(p.id); }
try { syncActive(currentScreenId()); } catch (e) { /* non-fatal */ }
for (const promo of PROMOTED_PLUGINS) {
const host = document.getElementById(promo.slotId);
const entry = byKey(promo.navKey);
+174 -18
View File
@@ -15,6 +15,20 @@
const esc = (s) => String(s == null ? '' : s).replace(/[&<>"']/g, (c) => (
{ '&': '&amp;', '<': '&lt;', '>': '&gt;', '"': '&quot;', "'": '&#39;' }[c]));
const enc = encodeURIComponent;
// Inverse of `enc` for matching a played song's filename back to a library
// card. The `stats:recorded` event (like `song:loading`) carries the
// filename exactly as it was handed to `playSong` — i.e. encodeURIComponent'd
// (see `playCard`, and the highway WS which decodeURIComponent's it). But
// cards key on the DECODED library filename (`cardKey` → `localFilename`),
// and `/api/stats/best` is server-canonicalized to that same decoded key, so
// an encoded filename matches no card and the post-play badge repaint silently
// no-ops. Decode to land in the card/`state.accuracy` key space. Idempotent
// for already-decoded names (no '%'); on malformed input falls back to the
// original so a real filename containing a literal '%' is never corrupted.
function decFn(fn) {
if (typeof fn !== 'string' || fn.indexOf('%') === -1) return fn || '';
try { return decodeURIComponent(fn); } catch (_) { return fn; }
}
const SORTS = [
['artist', 'Artist AZ'], ['artist-desc', 'Artist ZA'],
@@ -216,6 +230,8 @@
const treeBtn = document.getElementById('v3-songs-tree-btn');
if (gridBtn) gridBtn.className = 'px-3 py-2 text-sm ' + (state.view === 'grid' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
if (treeBtn) treeBtn.className = 'px-3 py-2 text-sm ' + (state.view === 'tree' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
const folderBtn = document.getElementById('v3-songs-folder-btn');
if (folderBtn) folderBtn.className = 'px-3 py-2 text-sm ' + (state.view === 'folder' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
updateFilterBadge();
}
@@ -322,6 +338,12 @@
// tracks filenames scored while the library was off-screen, applied on enter.
const _dirtyScores = new Set();
// Set when a library scan / DLC-folder change happened while this screen was
// off (or showing a stale, e.g. pre-DLC empty, grid). The grid's cached DOM /
// snapshot would otherwise survive a sidebar return, so we force a full
// re-fetch on the next entry. (feedBack — "No DLC until restart".)
let _libraryDirty = false;
function repaintAccuracy(key) {
const apply = (el, variant) => {
if (el.getAttribute('data-fn') !== key) return;
@@ -376,6 +398,17 @@
return '<span class="absolute bottom-0 left-0 ' + c + ' text-[9px] font-bold px-1.5 py-0.5 rounded-tr-md tracking-wide">' + l + '</span>';
}
// Clickable arrangement chips — one <button data-arr="<index>"> per
// arrangement. wireCards() binds the click to playCard(song, index), which
// opens THAT arrangement in the highway via playSong(filename, index).
// Shared by the grid card and the tree row so both views render the same
// badges with the same click-to-open behaviour. Capped at 4 to match the
// card layout.
function arrChipsHtml(song) {
return (song.arrangements || []).slice(0, 4).map((a) =>
'<button data-arr="' + esc(a.index != null ? a.index : '') + '" title="Play ' + esc(a.name) + '" class="text-[10px] px-1.5 py-0.5 rounded bg-gray-800/60 text-fb-textDim hover:bg-fb-primary hover:text-white transition">' + esc(a.name) + '</button>').join('');
}
function songCard(song) {
const fav = song.favorite;
const key = cardKey(song);
@@ -410,8 +443,7 @@
const checkbox = state.selectMode
? '<input type="checkbox" data-select class="absolute top-2 left-2 z-20 w-5 h-5 accent-fb-primary pointer-events-none"' + (state.selected.has(key) ? ' checked' : '') + '>'
: '';
const arrChips = (song.arrangements || []).slice(0, 4).map((a) =>
'<button data-arr="' + esc(a.index != null ? a.index : '') + '" title="Play ' + esc(a.name) + '" class="text-[10px] px-1.5 py-0.5 rounded bg-gray-800/60 text-fb-textDim hover:bg-fb-primary hover:text-white transition">' + esc(a.name) + '</button>').join('');
const arrChips = arrChipsHtml(song);
// Plugin-contributed card actions placed 'inline' (in the hover action
// row) or 'overlay' (centered over the art). Menu-placed actions live in
// the ⋮ menu (openCardMenu); rendering these here means plugins using
@@ -463,6 +495,7 @@
menu.className = 'v3-card-menu absolute top-10 right-2 z-30 min-w-[10rem] bg-fb-card border border-fb-border/60 rounded-lg shadow-xl py-1 text-sm';
const rows = [
{ id: '__play', label: 'Play', run: () => { _saveLibraryScrollSnapshot(); window.playSong && window.playSong(enc(song.filename)); } },
{ id: '__playlist', label: 'Add to playlist' },
...items.map((a) => ({ id: a.id, label: a.label, destructive: a.destructive, enabled: a.enabled, plugin: a.pluginId })),
];
menu.innerHTML = rows.map((r) =>
@@ -482,6 +515,7 @@
const id = b.getAttribute('data-act');
closeMenu();
if (id === '__play') { playCard(song); return; }
if (id === '__playlist') { await addFilenamesToPlaylist([song.filename]); return; }
if (reg) await reg.run(id, song, { source: 'v3-songs' });
}));
setTimeout(() => document.addEventListener('click', closer), 0);
@@ -580,21 +614,42 @@
finishBatch();
}
async function batchAddToPlaylist() {
// Prompt for a target playlist (pick a listed number, or type a new name to
// create it) and add the given song filenames to it. Shared by the
// select-mode batch bar and the per-card ⋮ menu's single-song add. Returns
// the playlist id (or null if cancelled).
async function addFilenamesToPlaylist(filenames) {
const fns = Array.from(filenames || []);
if (!fns.length) return null;
const lists = (await jget('/api/playlists')) || [];
const choices = lists.filter((p) => !p.system_key);
const labels = choices.map((p, i) => (i + 1) + '. ' + p.name).join('\n');
const ans = (window.prompt('Add ' + state.selected.size + ' song(s) to which playlist?\n' + labels + '\n\nEnter a number, or a new playlist name:', '') || '').trim();
if (!ans) return;
const labels = choices.map((p, i) => (i + 1) + '. ' + p.name).join(' ');
const ans = ((await window.uiPrompt({
title: 'Add ' + fns.length + ' song' + (fns.length === 1 ? '' : 's') + ' to a playlist',
label: (labels ? labels + '' : '') + 'Type a number above, or a new playlist name:',
okLabel: 'Add',
placeholder: 'Number or new playlist name',
})) || '').trim();
if (!ans) return null;
let pid = null;
const num = parseInt(ans, 10);
if (!isNaN(num) && choices[num - 1]) pid = choices[num - 1].id;
else { const created = await jsend('POST', '/api/playlists', { name: ans }); pid = created && created.id; }
if (!pid) return;
for (const fn of state.selected) {
if (!pid) return null;
for (const fn of fns) {
try { await fetch('/api/playlists/' + pid + '/songs', { method: 'POST', headers: { 'Content-Type': 'application/json' }, body: JSON.stringify({ filename: fn }) }); } catch (e) { /* */ }
}
finishBatch();
if (window.v3Playlists) { try { window.v3Playlists.refresh(); } catch (e) { /* */ } }
return pid;
}
async function batchAddToPlaylist() {
const pid = await addFilenamesToPlaylist(state.selected);
// Only tear down the multi-select when the add actually happened. A
// cancelled or failed picker returns null — preserve the selection (and
// skip the reload) so the user can retry, matching the pre-refactor
// behaviour where !ans / !pid returned early before finishBatch().
if (pid) finishBatch();
}
function finishBatch() {
@@ -700,6 +755,10 @@
async function loadTree() {
const host = document.getElementById('v3-songs-tree');
if (!host) return;
// Capture expanded groups BEFORE the "Loading…" wipe below, so a reload
// (e.g. toggling select mode) restores them instead of collapsing all.
const openArtists = new Set(
[...host.querySelectorAll('details[open]')].map((d) => d.getAttribute('data-artist')));
host.innerHTML = '<p class="text-fb-textDim text-sm">Loading…</p>';
// Page through ALL artists — the endpoint clamps size to 100, so a
// single request would silently truncate libraries with >100 artists.
@@ -716,17 +775,33 @@
if (!artists.length) { host.innerHTML = '<p class="text-fb-textDim text-sm">Nothing here.</p>'; return; }
artists.forEach((a) => (a.albums || []).forEach((al) => (al.songs || []).forEach((s) => { state.songsById[cardKey(s)] = s; })));
host.innerHTML = artists.map((a) =>
'<details class="border-b border-fb-border/40"><summary class="cursor-pointer py-2 text-fb-text flex items-center justify-between">' +
'<details data-artist="' + esc(a.name) + '"' + (openArtists.has(a.name) ? ' open' : '') + ' class="border-b border-fb-border/40"><summary class="cursor-pointer py-2 text-fb-text flex items-center justify-between">' +
'<span>' + esc(a.name) + '</span><span class="text-xs text-fb-textDim">' + esc(a.song_count) + '</span></summary>' +
'<div class="pl-3 pb-2 space-y-2">' + (a.albums || []).map((al) =>
'<div><div class="text-xs uppercase tracking-wider text-fb-textDim/70 mt-2 mb-1">' + esc(al.name || 'Unknown') + '</div>' +
(al.songs || []).map((s) => { const k = cardKey(s); const fl = fmtLabel(s); return (
'<div class="flex items-center gap-2 py-1 group" data-fn="' + esc(k) + '" data-library-song="' + esc(songId(s)) + '" data-library-provider="' + esc(state.provider) + '">' +
'<img src="' + esc(artUrl(s)) + '" alt="" loading="lazy" decoding="async" class="w-8 h-8 rounded object-cover bg-fb-card cursor-pointer" data-v3-play onerror="this.style.visibility=\'hidden\'">' +
(al.songs || []).map((s) => {
const k = cardKey(s); const fl = fmtLabel(s); const chips = arrChipsHtml(s); const sel = state.selected.has(k);
// Display-only checkbox (pointer-events-none); the row's
// capture-phase select handler (render()) owns the toggle.
const checkbox = state.selectMode
? '<input type="checkbox" data-select class="shrink-0 w-5 h-5 accent-fb-primary pointer-events-none"' + (sel ? ' checked' : '') + '>'
: '';
return (
'<div class="relative flex items-center gap-2 py-1 group" data-fn="' + esc(k) + '" data-library-song="' + esc(songId(s)) + '" data-library-provider="' + esc(state.provider) + '">' +
checkbox +
'<img src="' + esc(artUrl(s)) + '" alt="" loading="lazy" decoding="async" class="w-8 h-8 rounded object-cover bg-fb-card cursor-pointer' + (sel ? ' ring-2 ring-fb-primary' : '') + '" data-v3-play onerror="this.style.visibility=\'hidden\'">' +
'<span class="flex-1 min-w-0 cursor-pointer" data-v3-play><span class="block text-sm text-fb-text truncate">' + esc(s.title) + '</span></span>' +
(chips ? '<span class="hidden sm:flex items-center gap-1 shrink-0">' + chips + '</span>' : '') +
(fl ? '<span class="text-[9px] font-bold px-1 py-0.5 rounded shrink-0 ' + (fl === 'FEEDPAK' ? 'bg-fb-primary/20 text-fb-primary' : 'bg-fb-card text-fb-textDim') + '">' + fl + '</span>' : '') +
accuracyBadge(k, 'tree') +
'<button data-fav class="opacity-0 group-hover:opacity-100 px-1 ' + (s.favorite ? 'text-fb-accent' : 'text-fb-textDim') + '">' + (s.favorite ? '♥' : '♡') + '</button>' +
// Same fav / save-for-later / overflow-menu cluster as the grid
// card. Always shown (like the arrangement chips), not hover-
// revealed. wireCards() binds all three for any [data-fn].
'<div class="flex items-center gap-0.5 shrink-0">' +
'<button data-fav title="Favorite" aria-label="Favorite" aria-pressed="' + (s.favorite ? 'true' : 'false') + '" class="px-1 ' + (s.favorite ? 'text-fb-accent' : 'text-fb-textDim') + '">' + (s.favorite ? '♥' : '♡') + '</button>' +
'<button data-save title="Save for later" aria-label="Save for later" class="px-1 text-fb-textDim hover:text-fb-text">🔖</button>' +
'<button data-menu title="More" aria-label="More actions" class="px-1 text-fb-textDim hover:text-fb-text leading-none">⋮</button>' +
'</div>' +
'</div>'); }).join('') + '</div>').join('') + '</div></details>').join('');
wireCards(host);
}
@@ -813,6 +888,24 @@
function closeDrawer() { document.getElementById('v3-songs-drawer')?.classList.add('translate-x-full'); document.getElementById('v3-songs-overlay')?.classList.add('hidden'); updateFilterBadge(); }
function updateFilterBadge() { const b = document.getElementById('v3-songs-filter-count'); if (b) { const n = activeFilterCount(); b.textContent = n; b.classList.toggle('hidden', n === 0); } }
// The host loads the Folder Library plugin's screen.js at startup (defining
// window.folderLibrary). If it isn't present yet, inject it once; the
// plugin's IIFEs are idempotent so a redundant evaluation is a no-op. The
// promise is memoised so concurrent folder-view switches don't double-inject.
let _flLoadPromise = null;
function _ensureFolderLibrary() {
if (window.folderLibrary) return Promise.resolve();
if (_flLoadPromise) return _flLoadPromise;
_flLoadPromise = new Promise((resolve, reject) => {
const s = document.createElement('script');
s.src = '/api/plugins/folder_library/screen.js';
s.onload = () => resolve();
s.onerror = () => { _flLoadPromise = null; reject(new Error('Failed to load Folder Library')); };
document.head.appendChild(s);
});
return _flLoadPromise;
}
function reload() {
_clearLibraryScrollSnapshot();
// Record the state this fetch reflects so a later sidebar return can
@@ -823,9 +916,15 @@
// Keep a handle on the load so callers (notably the scroll restore on
// screen re-entry) can await page-0 actually landing before paging
// deeper. The visibility/scroll resets below stay synchronous.
const loaded = state.view === 'grid' ? loadGrid(true) : loadTree();
document.getElementById('v3-songs-grid')?.classList.toggle('hidden', state.view !== 'grid');
document.getElementById('v3-songs-tree')?.classList.toggle('hidden', state.view !== 'tree');
document.getElementById('lib-folder-tree')?.classList.toggle('hidden', state.view !== 'folder');
{ const _fc = document.getElementById('lib-folder-controls'); if (_fc) _fc.style.display = state.view === 'folder' ? 'flex' : 'none'; }
if (state.view === 'folder') {
_applyMainScrollTop(0);
return _ensureFolderLibrary().then(() => window.folderLibrary?.load());
}
const loaded = state.view === 'grid' ? loadGrid(true) : loadTree();
_applyMainScrollTop(0);
return loaded;
}
@@ -874,7 +973,7 @@
(providers.length > 1 ? '<select id="v3-songs-provider" class="' + ctrl + '">' + provOpts + '</select>' : '') +
'<select id="v3-songs-artist" class="' + ctrl + ' max-w-[11rem]" aria-label="Artist">' + artistSelectHtml() + '</select>' +
'<select id="v3-songs-album" class="' + ctrl + ' max-w-[11rem]" aria-label="Album"' + (state.artist ? '' : ' disabled') + '>' + albumSelectHtml() + '</select>' +
'<div class="flex rounded-md overflow-hidden border border-gray-700"><button id="v3-songs-grid-btn" class="px-3 py-2 text-sm">▦</button><button id="v3-songs-tree-btn" class="px-3 py-2 text-sm">≣</button></div>' +
'<div class="flex rounded-md overflow-hidden border border-gray-700"><button id="v3-songs-grid-btn" class="px-3 py-2 text-sm">▦</button><button id="v3-songs-tree-btn" class="px-3 py-2 text-sm">≣</button><button id="v3-songs-folder-btn" class="px-3 py-2 text-sm" style="display:inline-flex;align-items:center;justify-content:center;box-sizing:border-box;width:2.25rem"><svg fill="currentColor" viewBox="0 0 16 16" style="width:12px;height:12px;flex-shrink:0"><path d="M1 3.5A1.5 1.5 0 012.5 2h3.086a1.5 1.5 0 011.06.44l.915.914H13.5A1.5 1.5 0 0115 4.914V12.5a1.5 1.5 0 01-1.5 1.5h-11A1.5 1.5 0 011 12.5v-9z"/></svg></button></div>' +
'<select id="v3-songs-sort" class="' + ctrl + '">' + opt(SORTS, state.sort) + '</select>' +
'<select id="v3-songs-format" class="' + ctrl + '">' + opt(FORMATS, state.format) + '</select>' +
'<button id="v3-songs-filters" class="relative ' + ctrl + ' flex items-center gap-2">Filters<span id="v3-songs-filter-count" class="hidden bg-fb-primary text-white text-xs rounded-full px-1.5">0</span></button>' +
@@ -883,6 +982,8 @@
'</div></div></div>' +
'<div id="v3-songs-grid" class="grid grid-cols-2 sm:grid-cols-3 lg:grid-cols-4 xl:grid-cols-6 gap-4"></div>' +
'<div id="v3-songs-tree" class="hidden"></div>' +
'<div id="lib-folder-controls" style="display:none"></div>' +
'<div id="lib-folder-tree" class="space-y-1 hidden"></div>' +
'<div id="v3-songs-sentinel" class="h-8"></div>' +
// Filter drawer + overlay
'<div id="v3-songs-overlay" class="fixed inset-0 bg-black/50 z-40 hidden"></div>' +
@@ -934,14 +1035,32 @@
e.stopImmediatePropagation();
toggleSelect(card.getAttribute('data-fn'), card);
}, true);
const setView = (v) => {
// Same bulletproof guard for the list/tree view. Without it, clicking a
// song row (or its arrangement chip) in select mode falls through to the
// per-card play handler and starts playback instead of selecting. The
// <summary> group headers sit OUTSIDE any [data-fn], so closest() is null
// for them and their native expand/collapse is left untouched.
const treeEl = byId('v3-songs-tree');
if (treeEl) treeEl.addEventListener('click', (e) => {
if (!state.selectMode) return;
const card = e.target.closest('[data-fn]');
if (!card || !treeEl.contains(card)) return;
e.preventDefault();
e.stopImmediatePropagation();
toggleSelect(card.getAttribute('data-fn'), card);
}, true);
const setView = async (v) => {
state.view = v;
byId('v3-songs-grid-btn').className = 'px-3 py-2 text-sm ' + (v === 'grid' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
byId('v3-songs-tree-btn').className = 'px-3 py-2 text-sm ' + (v === 'tree' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
byId('v3-songs-folder-btn').className = 'px-3 py-2 text-sm ' + (v === 'folder' ? 'bg-fb-primary text-white' : 'text-fb-textDim');
if (v === 'folder') await _ensureFolderLibrary();
return reload();
};
byId('v3-songs-grid-btn').addEventListener('click', () => setView('grid'));
byId('v3-songs-tree-btn').addEventListener('click', () => setView('tree'));
byId('v3-songs-folder-btn').addEventListener('click', () => setView('folder'));
// Await the initial load so a caller awaiting render() (the scroll
// restore on screen re-entry) sees a populated grid + real state.total
// before it tries to page deeper.
@@ -954,6 +1073,10 @@
}
async function onV3SongsScreenEnter() {
// A library scan / DLC-folder change marked the grid stale — re-fetch
// from scratch instead of restoring a cached (possibly empty, pre-DLC)
// snapshot. Must win over every fast-path below.
if (_libraryDirty) { _libraryDirty = false; await reload(); return; }
// Pull in any scores recorded while the library was off-screen (the usual
// play→return flow) before the fast-paths below restore the cached DOM,
// so the just-played song's badge is current. The full render() path
@@ -997,6 +1120,8 @@
if (state.renderedHash !== _libraryStateHash()) { reload(); return; }
document.getElementById('v3-songs-grid')?.classList.toggle('hidden', state.view !== 'grid');
document.getElementById('v3-songs-tree')?.classList.toggle('hidden', state.view !== 'tree');
document.getElementById('lib-folder-tree')?.classList.toggle('hidden', state.view !== 'folder');
{ const _fc = document.getElementById('lib-folder-controls'); if (_fc) _fc.style.display = state.view === 'folder' ? 'flex' : 'none'; }
return;
}
@@ -1048,6 +1173,20 @@
reload: reload,
search: search,
setQuery: (q) => { state.q = q || ''; },
getSort: () => state.sort,
getArtist: () => state.artist,
getAlbum: () => state.album,
filterParams: () => {
const f = state.filters;
const p = new URLSearchParams();
if (f.arr_has.length) p.set('arrangements_has', f.arr_has.join(','));
if (f.arr_lacks.length) p.set('arrangements_lacks', f.arr_lacks.join(','));
if (f.stem_has.length) p.set('stems_has', f.stem_has.join(','));
if (f.stem_lacks.length) p.set('stems_lacks', f.stem_lacks.join(','));
if (f.lyrics) p.set('has_lyrics', f.lyrics);
if (f.tunings.length) p.set('tunings', f.tunings.join(','));
return p.toString();
},
_scrollHelpers: {
SCROLL_STATE_KEY,
buildLibraryStateHash,
@@ -1076,7 +1215,13 @@
// If the library is visible right now, repaint immediately; otherwise
// mark it dirty and onV3SongsScreenEnter applies it on return.
sm.on('stats:recorded', (e) => {
const fn = e && e.detail && e.detail.filename;
// Decode to the library-card key space — the event carries the
// encodeURIComponent'd filename, but cards (data-fn) and
// state.accuracy key on the decoded library filename. Without this
// the repaint below (and applyScoreRefresh's repaintAccuracy) match
// no card, so a just-earned score stays invisible until a full
// render() (restart / search / re-enter), which is this bug.
const fn = decFn(e && e.detail && e.detail.filename);
if (!fn) return;
_dirtyScores.add(fn);
// Only repaint now if the library is the active screen; otherwise
@@ -1085,5 +1230,16 @@
const active = document.querySelector('.screen.active');
if (active && active.id === 'v3-songs') applyScoreRefresh();
});
// A library scan (rescan / full rescan from Settings, or a DLC-folder
// change) can add or remove songs while this grid is cached — the
// Settings rescan only refreshed the classic library, so the v3 grid
// stayed on its pre-scan (e.g. empty, pre-DLC) state until an app
// restart. Reload now if we're showing; otherwise mark dirty so the next
// entry re-fetches instead of restoring the stale snapshot.
sm.on('library:changed', () => {
const active = document.querySelector('.screen.active');
if (active && active.id === 'v3-songs') { _libraryDirty = false; reload(); }
else _libraryDirty = true;
});
}
})();
+149
View File
@@ -425,6 +425,13 @@ html[data-scoreboard="off"] #v3-live-performance-hud { display: none !important;
width: 96px;
pointer-events: auto;
}
/* The Section Map plugin pins a ~20px clickable bar to the very top of #player
(#section-map, z-index:5). The rail catcher above is full-height at z-index:30,
so its top-left corner swallows clicks on the section map's first section. When
the bar is present, drop the catcher below it so the top strip stays clickable;
the rail still reveals from anywhere below the bar. Mirrors the core
`#section-map ~ #player-hud` special-case in static/style.css. */
#section-map ~ #v3-railzone::before { top: 20px; }
.v3-rail {
position: relative;
@@ -968,3 +975,145 @@ body.font-display { font-family: Rubik, system-ui, sans-serif; }
color: #ddd6fe; background: rgba(76, 29, 149, .6);
border: 1px solid rgba(139, 92, 246, .4); border-radius: .3rem; padding: .04rem .28rem;
}
/*
Tabbed settings page (v3) feat/v3-settings-tabbed
Card-row layout: leading icon + title/description + right-aligned control,
grouped under a horizontal tab bar. Pure CSS (no Tailwind rebuild); colors
mirror the fb-* design tokens so the page matches the rest of the v3 shell.
*/
#settings .fb-settings { max-width: 56rem; margin: 0 auto; padding: 6rem 1.5rem 4rem; }
.fb-settings-back {
display: inline-flex; align-items: center; gap: .25rem;
font-size: .8rem; color: #94a3b8; background: none; border: none; cursor: pointer;
padding: 0; margin-bottom: 1rem; transition: color .15s;
}
.fb-settings-back:hover { color: #f8fafc; }
.fb-settings-back svg { width: 1rem; height: 1rem; }
.fb-settings-title { font-size: 1.875rem; font-weight: 800; color: #f8fafc; }
/* Tab bar */
.fb-tabbar {
display: flex; flex-wrap: wrap; gap: .25rem;
border-bottom: 1px solid rgba(51, 65, 85, .6);
margin: 1.25rem 0 1.5rem;
}
.fb-tab {
appearance: none; background: none; border: none; cursor: pointer;
padding: .55rem .85rem; font-size: .85rem; font-weight: 600;
color: #94a3b8; border-bottom: 2px solid transparent;
margin-bottom: -1px; transition: color .15s, border-color .15s; white-space: nowrap;
}
.fb-tab:hover { color: #e2e8f0; }
.fb-tab.active { color: #f8fafc; border-bottom-color: #0ea5e9; }
/* Panels */
.fb-tabpanel { display: none; }
.fb-tabpanel.active { display: block; }
.fb-tabpanel-head { display: flex; align-items: center; justify-content: space-between; gap: 1rem; margin-bottom: 1rem; }
.fb-tabpanel-head h3 { font-size: 1.1rem; font-weight: 700; color: #f8fafc; }
/* Card rows */
.fb-srows { display: flex; flex-direction: column; gap: .6rem; }
.fb-srow {
display: flex; align-items: center; gap: 1rem;
background: #1e293b; border: 1px solid rgba(51, 65, 85, .55);
border-radius: .75rem; padding: .85rem 1rem;
}
.fb-srow-stack { flex-direction: column; align-items: stretch; gap: .65rem; }
.fb-srow-icon {
flex: none; width: 2.25rem; height: 2.25rem; border-radius: .6rem;
display: flex; align-items: center; justify-content: center;
background: rgba(14, 165, 233, .12); color: #38bdf8;
}
.fb-srow-icon svg { width: 1.15rem; height: 1.15rem; }
.fb-srow-main { flex: 1 1 auto; min-width: 0; }
.fb-srow-title { font-size: .9rem; font-weight: 600; color: #e2e8f0; display: flex; align-items: center; }
.fb-srow-desc { font-size: .75rem; color: #94a3b8; margin-top: .15rem; }
.fb-srow-control { flex: none; display: flex; align-items: center; gap: .5rem; }
.fb-srow-control select,
.fb-srow-control input[type="text"] { min-width: 11rem; }
.fb-srow-stack .fb-srow-control { width: 100%; }
.fb-srow-stack .fb-srow-control input[type="text"] { flex: 1 1 auto; min-width: 0; }
.fb-srow-wide { width: 100%; }
/* Toggle switch */
.fb-switch { position: relative; display: inline-block; width: 2.6rem; height: 1.5rem; flex: none; }
.fb-switch input { position: absolute; opacity: 0; width: 0; height: 0; }
.fb-switch .fb-switch-track {
position: absolute; inset: 0; cursor: pointer;
background: #334155; border-radius: 999px; transition: background .15s;
}
.fb-switch .fb-switch-track::before {
content: ""; position: absolute; height: 1.1rem; width: 1.1rem; left: .2rem; top: .2rem;
background: #f8fafc; border-radius: 50%; transition: transform .15s;
}
.fb-switch input:checked + .fb-switch-track { background: #0ea5e9; }
.fb-switch input:checked + .fb-switch-track::before { transform: translateX(1.1rem); }
.fb-switch input:focus-visible + .fb-switch-track { box-shadow: 0 0 0 2px rgba(56, 189, 248, .5); }
/* "Not yet active" stub badge */
.fb-stub-note {
font-size: .6rem; font-weight: 700; text-transform: uppercase; letter-spacing: .04em;
color: #fde68a; background: rgba(234, 179, 8, .12);
border-radius: 999px; padding: .1rem .45rem; margin-left: .5rem; white-space: nowrap;
}
/* Per-category reset */
.fb-reset-btn {
display: inline-flex; align-items: center; gap: .35rem;
font-size: .8rem; color: #94a3b8; background: none; border: none; cursor: pointer;
padding: .35rem .5rem; border-radius: .5rem; transition: color .15s, background .15s;
}
.fb-reset-btn:hover { color: #fca5a5; background: rgba(239, 68, 68, .08); }
.fb-reset-btn svg { width: .9rem; height: .9rem; }
/* Keybinds reference */
.fb-kbd {
display: inline-block; font-family: ui-monospace, SFMono-Regular, Menlo, monospace;
font-size: .72rem; color: #e2e8f0; background: #0b1220;
border: 1px solid rgba(51, 65, 85, .8); border-bottom-width: 2px;
border-radius: .35rem; padding: .1rem .4rem; min-width: 1.4rem; text-align: center;
}
.fb-kbd-group-title {
font-size: .7rem; font-weight: 700; text-transform: uppercase; letter-spacing: .06em;
color: #94a3b8; margin: 1.25rem 0 .5rem;
}
.fb-settings-note { font-size: .75rem; color: #64748b; margin-top: 1rem; }
.fb-tabpanel-empty { font-size: .8rem; color: #64748b; padding: .5rem 0; }
/* Immersive (full-screen) plugin screens
A plugin that declares `"fullscreen": true` in its manifest gets the whole
content area when its screen is active. shell.js toggles `html.fb-immersive`
on navigation (see syncActive). DAW-style plugin UIs (e.g. a practice studio)
need the viewport, not a scrolling content page below the topbar the cause
of the "cut off at the bottom / too much top padding" reports on the embedded
layout. Mirrors the proven chrome-hide pattern in static/v3/index.html
(`html.ss-follower-pre `), but keeps the sidebar as a functional icon rail
so the user is never trapped (Escape is bound only on player/settings
scopes, not plugin screens). */
html.fb-immersive #v3-topbar { display: none !important; }
/* Sidebar icon rail: narrow it, drop the wordmark + group headers + labels,
center the remaining icons. The .v3-nav-label / .v3-nav-group hooks are added
by shell.js so these rules don't depend on Tailwind utility class strings. */
html.fb-immersive #v3-sidebar { width: 4.5rem; }
html.fb-immersive #v3-brand { display: none; }
html.fb-immersive #v3-nav { padding-left: .5rem; padding-right: .5rem; }
html.fb-immersive #v3-nav .v3-nav-group,
html.fb-immersive #v3-nav .v3-nav-label { display: none; }
html.fb-immersive #v3-nav a {
justify-content: center;
gap: 0;
padding-left: 0;
padding-right: 0;
}
/* The active plugin screen fills the now-topbar-less content area. #v3-main is
position:relative, so pinning the screen avoids relying on the auto-height
block flow that made a 100vh plugin overflow #v3-main and force a scroll. */
html.fb-immersive #v3-main > .screen.active {
position: absolute;
inset: 0;
overflow: hidden;
}
@@ -0,0 +1,231 @@
import {
Clock,
HalfFloatType,
NoBlending,
Vector2,
WebGLRenderTarget
} from '../../three.module.min.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { ShaderPass } from './ShaderPass.js';
import { MaskPass } from './MaskPass.js';
import { ClearMaskPass } from './MaskPass.js';
class EffectComposer {
constructor( renderer, renderTarget ) {
this.renderer = renderer;
this._pixelRatio = renderer.getPixelRatio();
if ( renderTarget === undefined ) {
const size = renderer.getSize( new Vector2() );
this._width = size.width;
this._height = size.height;
renderTarget = new WebGLRenderTarget( this._width * this._pixelRatio, this._height * this._pixelRatio, { type: HalfFloatType } );
renderTarget.texture.name = 'EffectComposer.rt1';
} else {
this._width = renderTarget.width;
this._height = renderTarget.height;
}
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.renderTarget2.texture.name = 'EffectComposer.rt2';
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
this.renderToScreen = true;
this.passes = [];
this.copyPass = new ShaderPass( CopyShader );
this.copyPass.material.blending = NoBlending;
this.clock = new Clock();
}
swapBuffers() {
const tmp = this.readBuffer;
this.readBuffer = this.writeBuffer;
this.writeBuffer = tmp;
}
addPass( pass ) {
this.passes.push( pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
insertPass( pass, index ) {
this.passes.splice( index, 0, pass );
pass.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
removePass( pass ) {
const index = this.passes.indexOf( pass );
if ( index !== - 1 ) {
this.passes.splice( index, 1 );
}
}
isLastEnabledPass( passIndex ) {
for ( let i = passIndex + 1; i < this.passes.length; i ++ ) {
if ( this.passes[ i ].enabled ) {
return false;
}
}
return true;
}
render( deltaTime ) {
// deltaTime value is in seconds
if ( deltaTime === undefined ) {
deltaTime = this.clock.getDelta();
}
const currentRenderTarget = this.renderer.getRenderTarget();
let maskActive = false;
for ( let i = 0, il = this.passes.length; i < il; i ++ ) {
const pass = this.passes[ i ];
if ( pass.enabled === false ) continue;
pass.renderToScreen = ( this.renderToScreen && this.isLastEnabledPass( i ) );
pass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime, maskActive );
if ( pass.needsSwap ) {
if ( maskActive ) {
const context = this.renderer.getContext();
const stencil = this.renderer.state.buffers.stencil;
//context.stencilFunc( context.NOTEQUAL, 1, 0xffffffff );
stencil.setFunc( context.NOTEQUAL, 1, 0xffffffff );
this.copyPass.render( this.renderer, this.writeBuffer, this.readBuffer, deltaTime );
//context.stencilFunc( context.EQUAL, 1, 0xffffffff );
stencil.setFunc( context.EQUAL, 1, 0xffffffff );
}
this.swapBuffers();
}
if ( MaskPass !== undefined ) {
if ( pass instanceof MaskPass ) {
maskActive = true;
} else if ( pass instanceof ClearMaskPass ) {
maskActive = false;
}
}
}
this.renderer.setRenderTarget( currentRenderTarget );
}
reset( renderTarget ) {
if ( renderTarget === undefined ) {
const size = this.renderer.getSize( new Vector2() );
this._pixelRatio = this.renderer.getPixelRatio();
this._width = size.width;
this._height = size.height;
renderTarget = this.renderTarget1.clone();
renderTarget.setSize( this._width * this._pixelRatio, this._height * this._pixelRatio );
}
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.renderTarget1 = renderTarget;
this.renderTarget2 = renderTarget.clone();
this.writeBuffer = this.renderTarget1;
this.readBuffer = this.renderTarget2;
}
setSize( width, height ) {
this._width = width;
this._height = height;
const effectiveWidth = this._width * this._pixelRatio;
const effectiveHeight = this._height * this._pixelRatio;
this.renderTarget1.setSize( effectiveWidth, effectiveHeight );
this.renderTarget2.setSize( effectiveWidth, effectiveHeight );
for ( let i = 0; i < this.passes.length; i ++ ) {
this.passes[ i ].setSize( effectiveWidth, effectiveHeight );
}
}
setPixelRatio( pixelRatio ) {
this._pixelRatio = pixelRatio;
this.setSize( this._width, this._height );
}
dispose() {
this.renderTarget1.dispose();
this.renderTarget2.dispose();
this.copyPass.dispose();
}
}
export { EffectComposer };
+104
View File
@@ -0,0 +1,104 @@
import { Pass } from './Pass.js';
class MaskPass extends Pass {
constructor( scene, camera ) {
super();
this.scene = scene;
this.camera = camera;
this.clear = true;
this.needsSwap = false;
this.inverse = false;
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const context = renderer.getContext();
const state = renderer.state;
// don't update color or depth
state.buffers.color.setMask( false );
state.buffers.depth.setMask( false );
// lock buffers
state.buffers.color.setLocked( true );
state.buffers.depth.setLocked( true );
// set up stencil
let writeValue, clearValue;
if ( this.inverse ) {
writeValue = 0;
clearValue = 1;
} else {
writeValue = 1;
clearValue = 0;
}
state.buffers.stencil.setTest( true );
state.buffers.stencil.setOp( context.REPLACE, context.REPLACE, context.REPLACE );
state.buffers.stencil.setFunc( context.ALWAYS, writeValue, 0xffffffff );
state.buffers.stencil.setClear( clearValue );
state.buffers.stencil.setLocked( true );
// draw into the stencil buffer
renderer.setRenderTarget( readBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.scene, this.camera );
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear();
renderer.render( this.scene, this.camera );
// unlock color and depth buffer and make them writable for subsequent rendering/clearing
state.buffers.color.setLocked( false );
state.buffers.depth.setLocked( false );
state.buffers.color.setMask( true );
state.buffers.depth.setMask( true );
// only render where stencil is set to 1
state.buffers.stencil.setLocked( false );
state.buffers.stencil.setFunc( context.EQUAL, 1, 0xffffffff ); // draw if == 1
state.buffers.stencil.setOp( context.KEEP, context.KEEP, context.KEEP );
state.buffers.stencil.setLocked( true );
}
}
class ClearMaskPass extends Pass {
constructor() {
super();
this.needsSwap = false;
}
render( renderer /*, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
renderer.state.buffers.stencil.setLocked( false );
renderer.state.buffers.stencil.setTest( false );
}
}
export { MaskPass, ClearMaskPass };
+97
View File
@@ -0,0 +1,97 @@
import {
ColorManagement,
RawShaderMaterial,
UniformsUtils,
LinearToneMapping,
ReinhardToneMapping,
CineonToneMapping,
AgXToneMapping,
ACESFilmicToneMapping,
NeutralToneMapping,
SRGBTransfer
} from '../../three.module.min.js';
import { Pass, FullScreenQuad } from './Pass.js';
import { OutputShader } from '../shaders/OutputShader.js';
class OutputPass extends Pass {
constructor() {
super();
//
const shader = OutputShader;
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new RawShaderMaterial( {
name: shader.name,
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
this.fsQuad = new FullScreenQuad( this.material );
// internal cache
this._outputColorSpace = null;
this._toneMapping = null;
}
render( renderer, writeBuffer, readBuffer/*, deltaTime, maskActive */ ) {
this.uniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.uniforms[ 'toneMappingExposure' ].value = renderer.toneMappingExposure;
// rebuild defines if required
if ( this._outputColorSpace !== renderer.outputColorSpace || this._toneMapping !== renderer.toneMapping ) {
this._outputColorSpace = renderer.outputColorSpace;
this._toneMapping = renderer.toneMapping;
this.material.defines = {};
if ( ColorManagement.getTransfer( this._outputColorSpace ) === SRGBTransfer ) this.material.defines.SRGB_TRANSFER = '';
if ( this._toneMapping === LinearToneMapping ) this.material.defines.LINEAR_TONE_MAPPING = '';
else if ( this._toneMapping === ReinhardToneMapping ) this.material.defines.REINHARD_TONE_MAPPING = '';
else if ( this._toneMapping === CineonToneMapping ) this.material.defines.CINEON_TONE_MAPPING = '';
else if ( this._toneMapping === ACESFilmicToneMapping ) this.material.defines.ACES_FILMIC_TONE_MAPPING = '';
else if ( this._toneMapping === AgXToneMapping ) this.material.defines.AGX_TONE_MAPPING = '';
else if ( this._toneMapping === NeutralToneMapping ) this.material.defines.NEUTRAL_TONE_MAPPING = '';
this.material.needsUpdate = true;
}
//
if ( this.renderToScreen === true ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { OutputPass };
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import {
BufferGeometry,
Float32BufferAttribute,
OrthographicCamera,
Mesh
} from '../../three.module.min.js';
class Pass {
constructor() {
this.isPass = true;
// if set to true, the pass is processed by the composer
this.enabled = true;
// if set to true, the pass indicates to swap read and write buffer after rendering
this.needsSwap = true;
// if set to true, the pass clears its buffer before rendering
this.clear = false;
// if set to true, the result of the pass is rendered to screen. This is set automatically by EffectComposer.
this.renderToScreen = false;
}
setSize( /* width, height */ ) {}
render( /* renderer, writeBuffer, readBuffer, deltaTime, maskActive */ ) {
console.error( 'THREE.Pass: .render() must be implemented in derived pass.' );
}
dispose() {}
}
// Helper for passes that need to fill the viewport with a single quad.
const _camera = new OrthographicCamera( - 1, 1, 1, - 1, 0, 1 );
// https://github.com/mrdoob/three.js/pull/21358
class FullscreenTriangleGeometry extends BufferGeometry {
constructor() {
super();
this.setAttribute( 'position', new Float32BufferAttribute( [ - 1, 3, 0, - 1, - 1, 0, 3, - 1, 0 ], 3 ) );
this.setAttribute( 'uv', new Float32BufferAttribute( [ 0, 2, 0, 0, 2, 0 ], 2 ) );
}
}
const _geometry = new FullscreenTriangleGeometry();
class FullScreenQuad {
constructor( material ) {
this._mesh = new Mesh( _geometry, material );
}
dispose() {
this._mesh.geometry.dispose();
}
render( renderer ) {
renderer.render( this._mesh, _camera );
}
get material() {
return this._mesh.material;
}
set material( value ) {
this._mesh.material = value;
}
}
export { Pass, FullScreenQuad };
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import {
Color
} from '../../three.module.min.js';
import { Pass } from './Pass.js';
class RenderPass extends Pass {
constructor( scene, camera, overrideMaterial = null, clearColor = null, clearAlpha = null ) {
super();
this.scene = scene;
this.camera = camera;
this.overrideMaterial = overrideMaterial;
this.clearColor = clearColor;
this.clearAlpha = clearAlpha;
this.clear = true;
this.clearDepth = false;
this.needsSwap = false;
this._oldClearColor = new Color();
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
let oldClearAlpha, oldOverrideMaterial;
if ( this.overrideMaterial !== null ) {
oldOverrideMaterial = this.scene.overrideMaterial;
this.scene.overrideMaterial = this.overrideMaterial;
}
if ( this.clearColor !== null ) {
renderer.getClearColor( this._oldClearColor );
renderer.setClearColor( this.clearColor, renderer.getClearAlpha() );
}
if ( this.clearAlpha !== null ) {
oldClearAlpha = renderer.getClearAlpha();
renderer.setClearAlpha( this.clearAlpha );
}
if ( this.clearDepth == true ) {
renderer.clearDepth();
}
renderer.setRenderTarget( this.renderToScreen ? null : readBuffer );
if ( this.clear === true ) {
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
}
renderer.render( this.scene, this.camera );
// restore
if ( this.clearColor !== null ) {
renderer.setClearColor( this._oldClearColor );
}
if ( this.clearAlpha !== null ) {
renderer.setClearAlpha( oldClearAlpha );
}
if ( this.overrideMaterial !== null ) {
this.scene.overrideMaterial = oldOverrideMaterial;
}
renderer.autoClear = oldAutoClear;
}
}
export { RenderPass };
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import {
ShaderMaterial,
UniformsUtils
} from '../../three.module.min.js';
import { Pass, FullScreenQuad } from './Pass.js';
class ShaderPass extends Pass {
constructor( shader, textureID ) {
super();
this.textureID = ( textureID !== undefined ) ? textureID : 'tDiffuse';
if ( shader instanceof ShaderMaterial ) {
this.uniforms = shader.uniforms;
this.material = shader;
} else if ( shader ) {
this.uniforms = UniformsUtils.clone( shader.uniforms );
this.material = new ShaderMaterial( {
name: ( shader.name !== undefined ) ? shader.name : 'unspecified',
defines: Object.assign( {}, shader.defines ),
uniforms: this.uniforms,
vertexShader: shader.vertexShader,
fragmentShader: shader.fragmentShader
} );
}
this.fsQuad = new FullScreenQuad( this.material );
}
render( renderer, writeBuffer, readBuffer /*, deltaTime, maskActive */ ) {
if ( this.uniforms[ this.textureID ] ) {
this.uniforms[ this.textureID ].value = readBuffer.texture;
}
this.fsQuad.material = this.material;
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( writeBuffer );
// TODO: Avoid using autoClear properties, see https://github.com/mrdoob/three.js/pull/15571#issuecomment-465669600
if ( this.clear ) renderer.clear( renderer.autoClearColor, renderer.autoClearDepth, renderer.autoClearStencil );
this.fsQuad.render( renderer );
}
}
dispose() {
this.material.dispose();
this.fsQuad.dispose();
}
}
export { ShaderPass };
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import {
AdditiveBlending,
Color,
HalfFloatType,
MeshBasicMaterial,
ShaderMaterial,
UniformsUtils,
Vector2,
Vector3,
WebGLRenderTarget
} from '../../three.module.min.js';
import { Pass, FullScreenQuad } from './Pass.js';
import { CopyShader } from '../shaders/CopyShader.js';
import { LuminosityHighPassShader } from '../shaders/LuminosityHighPassShader.js';
/**
* UnrealBloomPass is inspired by the bloom pass of Unreal Engine. It creates a
* mip map chain of bloom textures and blurs them with different radii. Because
* of the weighted combination of mips, and because larger blurs are done on
* higher mips, this effect provides good quality and performance.
*
* Reference:
* - https://docs.unrealengine.com/latest/INT/Engine/Rendering/PostProcessEffects/Bloom/
*/
class UnrealBloomPass extends Pass {
constructor( resolution, strength, radius, threshold ) {
super();
this.strength = ( strength !== undefined ) ? strength : 1;
this.radius = radius;
this.threshold = threshold;
this.resolution = ( resolution !== undefined ) ? new Vector2( resolution.x, resolution.y ) : new Vector2( 256, 256 );
// create color only once here, reuse it later inside the render function
this.clearColor = new Color( 0, 0, 0 );
// render targets
this.renderTargetsHorizontal = [];
this.renderTargetsVertical = [];
this.nMips = 5;
let resx = Math.round( this.resolution.x / 2 );
let resy = Math.round( this.resolution.y / 2 );
this.renderTargetBright = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
this.renderTargetBright.texture.name = 'UnrealBloomPass.bright';
this.renderTargetBright.texture.generateMipmaps = false;
for ( let i = 0; i < this.nMips; i ++ ) {
const renderTargetHorizontal = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
renderTargetHorizontal.texture.name = 'UnrealBloomPass.h' + i;
renderTargetHorizontal.texture.generateMipmaps = false;
this.renderTargetsHorizontal.push( renderTargetHorizontal );
const renderTargetVertical = new WebGLRenderTarget( resx, resy, { type: HalfFloatType } );
renderTargetVertical.texture.name = 'UnrealBloomPass.v' + i;
renderTargetVertical.texture.generateMipmaps = false;
this.renderTargetsVertical.push( renderTargetVertical );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// luminosity high pass material
const highPassShader = LuminosityHighPassShader;
this.highPassUniforms = UniformsUtils.clone( highPassShader.uniforms );
this.highPassUniforms[ 'luminosityThreshold' ].value = threshold;
this.highPassUniforms[ 'smoothWidth' ].value = 0.01;
this.materialHighPassFilter = new ShaderMaterial( {
uniforms: this.highPassUniforms,
vertexShader: highPassShader.vertexShader,
fragmentShader: highPassShader.fragmentShader
} );
// gaussian blur materials
this.separableBlurMaterials = [];
const kernelSizeArray = [ 3, 5, 7, 9, 11 ];
resx = Math.round( this.resolution.x / 2 );
resy = Math.round( this.resolution.y / 2 );
for ( let i = 0; i < this.nMips; i ++ ) {
this.separableBlurMaterials.push( this.getSeperableBlurMaterial( kernelSizeArray[ i ] ) );
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
// composite material
this.compositeMaterial = this.getCompositeMaterial( this.nMips );
this.compositeMaterial.uniforms[ 'blurTexture1' ].value = this.renderTargetsVertical[ 0 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture2' ].value = this.renderTargetsVertical[ 1 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture3' ].value = this.renderTargetsVertical[ 2 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture4' ].value = this.renderTargetsVertical[ 3 ].texture;
this.compositeMaterial.uniforms[ 'blurTexture5' ].value = this.renderTargetsVertical[ 4 ].texture;
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = strength;
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = 0.1;
const bloomFactors = [ 1.0, 0.8, 0.6, 0.4, 0.2 ];
this.compositeMaterial.uniforms[ 'bloomFactors' ].value = bloomFactors;
this.bloomTintColors = [ new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ), new Vector3( 1, 1, 1 ) ];
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
// blend material
const copyShader = CopyShader;
this.copyUniforms = UniformsUtils.clone( copyShader.uniforms );
this.blendMaterial = new ShaderMaterial( {
uniforms: this.copyUniforms,
vertexShader: copyShader.vertexShader,
fragmentShader: copyShader.fragmentShader,
blending: AdditiveBlending,
depthTest: false,
depthWrite: false,
transparent: true
} );
this.enabled = true;
this.needsSwap = false;
this._oldClearColor = new Color();
this.oldClearAlpha = 1;
this.basic = new MeshBasicMaterial();
this.fsQuad = new FullScreenQuad( null );
}
dispose() {
for ( let i = 0; i < this.renderTargetsHorizontal.length; i ++ ) {
this.renderTargetsHorizontal[ i ].dispose();
}
for ( let i = 0; i < this.renderTargetsVertical.length; i ++ ) {
this.renderTargetsVertical[ i ].dispose();
}
this.renderTargetBright.dispose();
//
for ( let i = 0; i < this.separableBlurMaterials.length; i ++ ) {
this.separableBlurMaterials[ i ].dispose();
}
this.compositeMaterial.dispose();
this.blendMaterial.dispose();
this.basic.dispose();
//
this.fsQuad.dispose();
}
setSize( width, height ) {
let resx = Math.round( width / 2 );
let resy = Math.round( height / 2 );
this.renderTargetBright.setSize( resx, resy );
for ( let i = 0; i < this.nMips; i ++ ) {
this.renderTargetsHorizontal[ i ].setSize( resx, resy );
this.renderTargetsVertical[ i ].setSize( resx, resy );
this.separableBlurMaterials[ i ].uniforms[ 'invSize' ].value = new Vector2( 1 / resx, 1 / resy );
resx = Math.round( resx / 2 );
resy = Math.round( resy / 2 );
}
}
render( renderer, writeBuffer, readBuffer, deltaTime, maskActive ) {
renderer.getClearColor( this._oldClearColor );
this.oldClearAlpha = renderer.getClearAlpha();
const oldAutoClear = renderer.autoClear;
renderer.autoClear = false;
renderer.setClearColor( this.clearColor, 0 );
if ( maskActive ) renderer.state.buffers.stencil.setTest( false );
// Render input to screen
if ( this.renderToScreen ) {
this.fsQuad.material = this.basic;
this.basic.map = readBuffer.texture;
renderer.setRenderTarget( null );
renderer.clear();
this.fsQuad.render( renderer );
}
// 1. Extract Bright Areas
this.highPassUniforms[ 'tDiffuse' ].value = readBuffer.texture;
this.highPassUniforms[ 'luminosityThreshold' ].value = this.threshold;
this.fsQuad.material = this.materialHighPassFilter;
renderer.setRenderTarget( this.renderTargetBright );
renderer.clear();
this.fsQuad.render( renderer );
// 2. Blur All the mips progressively
let inputRenderTarget = this.renderTargetBright;
for ( let i = 0; i < this.nMips; i ++ ) {
this.fsQuad.material = this.separableBlurMaterials[ i ];
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = inputRenderTarget.texture;
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionX;
renderer.setRenderTarget( this.renderTargetsHorizontal[ i ] );
renderer.clear();
this.fsQuad.render( renderer );
this.separableBlurMaterials[ i ].uniforms[ 'colorTexture' ].value = this.renderTargetsHorizontal[ i ].texture;
this.separableBlurMaterials[ i ].uniforms[ 'direction' ].value = UnrealBloomPass.BlurDirectionY;
renderer.setRenderTarget( this.renderTargetsVertical[ i ] );
renderer.clear();
this.fsQuad.render( renderer );
inputRenderTarget = this.renderTargetsVertical[ i ];
}
// Composite All the mips
this.fsQuad.material = this.compositeMaterial;
this.compositeMaterial.uniforms[ 'bloomStrength' ].value = this.strength;
this.compositeMaterial.uniforms[ 'bloomRadius' ].value = this.radius;
this.compositeMaterial.uniforms[ 'bloomTintColors' ].value = this.bloomTintColors;
renderer.setRenderTarget( this.renderTargetsHorizontal[ 0 ] );
renderer.clear();
this.fsQuad.render( renderer );
// Blend it additively over the input texture
this.fsQuad.material = this.blendMaterial;
this.copyUniforms[ 'tDiffuse' ].value = this.renderTargetsHorizontal[ 0 ].texture;
if ( maskActive ) renderer.state.buffers.stencil.setTest( true );
if ( this.renderToScreen ) {
renderer.setRenderTarget( null );
this.fsQuad.render( renderer );
} else {
renderer.setRenderTarget( readBuffer );
this.fsQuad.render( renderer );
}
// Restore renderer settings
renderer.setClearColor( this._oldClearColor, this.oldClearAlpha );
renderer.autoClear = oldAutoClear;
}
getSeperableBlurMaterial( kernelRadius ) {
const coefficients = [];
for ( let i = 0; i < kernelRadius; i ++ ) {
coefficients.push( 0.39894 * Math.exp( - 0.5 * i * i / ( kernelRadius * kernelRadius ) ) / kernelRadius );
}
return new ShaderMaterial( {
defines: {
'KERNEL_RADIUS': kernelRadius
},
uniforms: {
'colorTexture': { value: null },
'invSize': { value: new Vector2( 0.5, 0.5 ) }, // inverse texture size
'direction': { value: new Vector2( 0.5, 0.5 ) },
'gaussianCoefficients': { value: coefficients } // precomputed Gaussian coefficients
},
vertexShader:
`varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader:
`#include <common>
varying vec2 vUv;
uniform sampler2D colorTexture;
uniform vec2 invSize;
uniform vec2 direction;
uniform float gaussianCoefficients[KERNEL_RADIUS];
void main() {
float weightSum = gaussianCoefficients[0];
vec3 diffuseSum = texture2D( colorTexture, vUv ).rgb * weightSum;
for( int i = 1; i < KERNEL_RADIUS; i ++ ) {
float x = float(i);
float w = gaussianCoefficients[i];
vec2 uvOffset = direction * invSize * x;
vec3 sample1 = texture2D( colorTexture, vUv + uvOffset ).rgb;
vec3 sample2 = texture2D( colorTexture, vUv - uvOffset ).rgb;
diffuseSum += (sample1 + sample2) * w;
weightSum += 2.0 * w;
}
gl_FragColor = vec4(diffuseSum/weightSum, 1.0);
}`
} );
}
getCompositeMaterial( nMips ) {
return new ShaderMaterial( {
defines: {
'NUM_MIPS': nMips
},
uniforms: {
'blurTexture1': { value: null },
'blurTexture2': { value: null },
'blurTexture3': { value: null },
'blurTexture4': { value: null },
'blurTexture5': { value: null },
'bloomStrength': { value: 1.0 },
'bloomFactors': { value: null },
'bloomTintColors': { value: null },
'bloomRadius': { value: 0.0 }
},
vertexShader:
`varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader:
`varying vec2 vUv;
uniform sampler2D blurTexture1;
uniform sampler2D blurTexture2;
uniform sampler2D blurTexture3;
uniform sampler2D blurTexture4;
uniform sampler2D blurTexture5;
uniform float bloomStrength;
uniform float bloomRadius;
uniform float bloomFactors[NUM_MIPS];
uniform vec3 bloomTintColors[NUM_MIPS];
float lerpBloomFactor(const in float factor) {
float mirrorFactor = 1.2 - factor;
return mix(factor, mirrorFactor, bloomRadius);
}
void main() {
gl_FragColor = bloomStrength * ( lerpBloomFactor(bloomFactors[0]) * vec4(bloomTintColors[0], 1.0) * texture2D(blurTexture1, vUv) +
lerpBloomFactor(bloomFactors[1]) * vec4(bloomTintColors[1], 1.0) * texture2D(blurTexture2, vUv) +
lerpBloomFactor(bloomFactors[2]) * vec4(bloomTintColors[2], 1.0) * texture2D(blurTexture3, vUv) +
lerpBloomFactor(bloomFactors[3]) * vec4(bloomTintColors[3], 1.0) * texture2D(blurTexture4, vUv) +
lerpBloomFactor(bloomFactors[4]) * vec4(bloomTintColors[4], 1.0) * texture2D(blurTexture5, vUv) );
}`
} );
}
}
UnrealBloomPass.BlurDirectionX = new Vector2( 1.0, 0.0 );
UnrealBloomPass.BlurDirectionY = new Vector2( 0.0, 1.0 );
export { UnrealBloomPass };
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/**
* Full-screen textured quad shader
*/
const CopyShader = {
name: 'CopyShader',
uniforms: {
'tDiffuse': { value: null },
'opacity': { value: 1.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform float opacity;
uniform sampler2D tDiffuse;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
gl_FragColor = opacity * texel;
}`
};
export { CopyShader };
@@ -0,0 +1,64 @@
import {
Color
} from '../../three.module.min.js';
/**
* Luminosity
* http://en.wikipedia.org/wiki/Luminosity
*/
const LuminosityHighPassShader = {
name: 'LuminosityHighPassShader',
shaderID: 'luminosityHighPass',
uniforms: {
'tDiffuse': { value: null },
'luminosityThreshold': { value: 1.0 },
'smoothWidth': { value: 1.0 },
'defaultColor': { value: new Color( 0x000000 ) },
'defaultOpacity': { value: 0.0 }
},
vertexShader: /* glsl */`
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
uniform sampler2D tDiffuse;
uniform vec3 defaultColor;
uniform float defaultOpacity;
uniform float luminosityThreshold;
uniform float smoothWidth;
varying vec2 vUv;
void main() {
vec4 texel = texture2D( tDiffuse, vUv );
float v = luminance( texel.xyz );
vec4 outputColor = vec4( defaultColor.rgb, defaultOpacity );
float alpha = smoothstep( luminosityThreshold, luminosityThreshold + smoothWidth, v );
gl_FragColor = mix( outputColor, texel, alpha );
}`
};
export { LuminosityHighPassShader };
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const OutputShader = {
name: 'OutputShader',
uniforms: {
'tDiffuse': { value: null },
'toneMappingExposure': { value: 1 }
},
vertexShader: /* glsl */`
precision highp float;
uniform mat4 modelViewMatrix;
uniform mat4 projectionMatrix;
attribute vec3 position;
attribute vec2 uv;
varying vec2 vUv;
void main() {
vUv = uv;
gl_Position = projectionMatrix * modelViewMatrix * vec4( position, 1.0 );
}`,
fragmentShader: /* glsl */`
precision highp float;
uniform sampler2D tDiffuse;
#include <tonemapping_pars_fragment>
#include <colorspace_pars_fragment>
varying vec2 vUv;
void main() {
gl_FragColor = texture2D( tDiffuse, vUv );
// tone mapping
#ifdef LINEAR_TONE_MAPPING
gl_FragColor.rgb = LinearToneMapping( gl_FragColor.rgb );
#elif defined( REINHARD_TONE_MAPPING )
gl_FragColor.rgb = ReinhardToneMapping( gl_FragColor.rgb );
#elif defined( CINEON_TONE_MAPPING )
gl_FragColor.rgb = CineonToneMapping( gl_FragColor.rgb );
#elif defined( ACES_FILMIC_TONE_MAPPING )
gl_FragColor.rgb = ACESFilmicToneMapping( gl_FragColor.rgb );
#elif defined( AGX_TONE_MAPPING )
gl_FragColor.rgb = AgXToneMapping( gl_FragColor.rgb );
#elif defined( NEUTRAL_TONE_MAPPING )
gl_FragColor.rgb = NeutralToneMapping( gl_FragColor.rgb );
#endif
// color space
#ifdef SRGB_TRANSFER
gl_FragColor = sRGBTransferOETF( gl_FragColor );
#endif
}`
};
export { OutputShader };
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import { test, expect } from '@playwright/test';
// Opt-in "Ask before leaving a song" confirm. Default OFF → Escape/✕ leave
// instantly. When ON, a true-modal confirm appears and PAUSES the song; Escape
// (like every other modal) DISMISSES it → Stay, so a second Escape returns to
// the song rather than leaving, and Space/Enter activate the default-focused
// "Leave". (The mock song has no backing audio, so the pause-on-open /
// resume-on-Stay is verified manually on web + desktop; these specs lock the
// navigation + keyboard semantics.)
const CONFIRM_KEY = 'confirmExitSong';
async function installMockSong(page) {
await page.evaluate(() => {
const messages = [
{ type: 'song_info', title: 'Mock Song', artist: 'Mock Artist', arrangement: 'Lead', arrangement_index: 0, duration: 90, tuning: [0, 0, 0, 0, 0, 0], stringCount: 6, arrangements: [{ index: 0, name: 'Lead', notes: 1 }] },
{ type: 'ready' },
];
class MockWebSocket {
static CONNECTING = 0; static OPEN = 1; static CLOSING = 2; static CLOSED = 3;
readyState = MockWebSocket.CONNECTING;
onopen = null; onmessage = null; onerror = null; onclose = null; url;
constructor(url) {
this.url = url;
setTimeout(() => {
this.readyState = MockWebSocket.OPEN;
if (this.onopen) this.onopen(new Event('open'));
for (const m of messages) if (this.onmessage) this.onmessage({ data: JSON.stringify(m) });
}, 0);
}
send() {}
close() { this.readyState = MockWebSocket.CLOSED; if (this.onclose) this.onclose(new CloseEvent('close')); }
}
// @ts-ignore
window.WebSocket = MockWebSocket;
});
}
async function openPlayerWithMockSong(page) {
await installMockSong(page);
await page.evaluate(async () => { /* @ts-ignore */ await window.playSong('mock-song.sloppak'); });
await page.waitForSelector('#player.active', { timeout: 5000 });
await expect(page.locator('#hud-title')).toHaveText('Mock Song', { timeout: 5000 });
}
test.describe('Exit-confirm toggle', () => {
test.beforeEach(async ({ page }) => {
// Suppress the first-run onboarding overlay (a modal that intercepts
// pointer/keyboard events) so Escape reaches the player, not the overlay.
await page.route('**/api/profile', async (route) => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
} else { await route.continue(); }
});
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
await page.evaluate((k) => localStorage.removeItem(k), CONFIRM_KEY);
});
test('default OFF: Escape exits the song immediately, no confirm', async ({ page }) => {
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(0);
});
test('ON: Escape opens the confirm and the song stays', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
await expect(page.locator('#player.active')).toHaveCount(1);
// "Leave" is focused so Space/Enter leaves immediately.
await expect(page.locator('#fb-exit-confirm button', { hasText: 'Leave' })).toBeFocused();
});
test('ON: a second Escape dismisses the prompt and stays in the song', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
// Escape = dismiss (Stay), matching every other modal — NOT leave.
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(1);
});
test('ON: clicking the backdrop dismisses the prompt and stays', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
// mousedown on the overlay backdrop (top-left, away from the centered card)
// is Stay — never an accidental leave.
await page.locator('#fb-exit-confirm').click({ position: { x: 5, y: 5 } });
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(1);
});
test('ON: "Stay" keeps you in the song; "Leave" exits', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await page.locator('#fb-exit-confirm button', { hasText: 'Stay' }).click();
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(1);
await page.keyboard.press('Escape');
await page.locator('#fb-exit-confirm button', { hasText: 'Leave' }).click();
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(0);
});
test('ON: Enter on the default-focused "Leave" leaves', async ({ page }) => {
await page.evaluate(() => { /* @ts-ignore */ window.setConfirmExitSong(true); });
await openPlayerWithMockSong(page);
await page.keyboard.press('Escape');
await expect(page.locator('#fb-exit-confirm')).toBeVisible();
await page.keyboard.press('Enter');
await expect(page.locator('#fb-exit-confirm')).toHaveCount(0);
await expect(page.locator('#player.active')).toHaveCount(0);
});
});
+317 -5
View File
@@ -51,6 +51,14 @@ async function openPlayerWithMockSong(page) {
test.describe('Keyboard Shortcuts', () => {
test.beforeEach(async ({ page }) => {
// Suppress the first-run onboarding overlay (#v3-onboarding) — a modal that
// intercepts pointer/keyboard events — so the app behaves like a returning
// user, which is the state these tests assume.
await page.route('**/api/profile', async (route) => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
} else { await route.continue(); }
});
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
});
@@ -90,7 +98,6 @@ test.describe('Keyboard Shortcuts', () => {
const required = [
{ key: '?', scope: 'global' },
{ key: '/', scope: 'library' },
{ key: 'c', scope: 'library' },
{ key: 'f', scope: 'library' },
{ key: 'e', scope: 'library' },
{ key: 'Space', scope: 'player' },
@@ -125,9 +132,7 @@ test.describe('Keyboard Shortcuts', () => {
// Library shortcuts should be visible on library screen
await expect(modal).toContainText('Focus search');
await expect(modal).toContainText('/');
await expect(modal).toContainText('Convert library entry');
await expect(modal).toContainText('c');
// Player shortcuts should NOT be visible on library screen
await expect(modal).not.toContainText('Play/Pause');
});
@@ -149,7 +154,6 @@ test.describe('Keyboard Shortcuts', () => {
const expectedShortcuts = [
{ key: '?', scope: 'global' },
{ key: '/', scope: 'library' },
{ key: 'c', scope: 'library' },
{ key: 'f', scope: 'library' },
{ key: 'e', scope: 'library' },
{ key: 'Space', scope: 'player' },
@@ -651,6 +655,314 @@ test('should support condition callbacks', async ({ page }) => {
expect(result.calledByKey).toBe(true);
});
test('Space toggles play/pause when a player rail button is focused (#593)', async ({ page }) => {
await openPlayerWithMockSong(page);
// Inject a focusable <button> into the player (the bug: BUTTON elements
// are "interactive controls" so Space was blocked before reaching the
// shortcut dispatcher) and spy on the player-scope Space shortcut so the
// assertion does not depend on the real audio path. The dispatcher calls
// preventDefault() before the handler, so the focused button must NOT
// also activate.
await page.evaluate(() => {
// @ts-ignore
window.__spacePlayCount = 0;
// @ts-ignore
window.__railBtnClicked = 0;
// @ts-ignore
window.registerShortcut({
key: 'Space',
description: 'Play/Pause (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__spacePlayCount++; },
});
const btn = document.createElement('button');
btn.id = '__test-rail-btn';
btn.textContent = 'Mixer';
// @ts-ignore
btn.addEventListener('click', () => { window.__railBtnClicked++; });
document.getElementById('player')!.appendChild(btn);
});
await page.locator('#__test-rail-btn').focus();
await expect(page.locator('#__test-rail-btn')).toBeFocused();
await page.keyboard.press('Space');
const result = await page.evaluate(() => ({
// @ts-ignore
played: window.__spacePlayCount,
// @ts-ignore
clicked: window.__railBtnClicked,
}));
// Play/pause fired despite the button holding focus…
expect(result.played).toBe(1);
// …and the focused button did not also activate (dispatcher preventDefault()).
expect(result.clicked).toBe(0);
});
test('Space in a player-screen text input still types a space, not play/pause (#593)', async ({ page }) => {
await openPlayerWithMockSong(page);
// The text-input exemption (_isTextInput) is checked before the player
// Space carve-out, so typing space in an input must never toggle playback.
await page.evaluate(() => {
// @ts-ignore
window.__spacePlayCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Space',
description: 'Play/Pause (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__spacePlayCount++; },
});
const input = document.createElement('input');
input.type = 'text';
input.id = '__test-player-input';
document.getElementById('player')!.appendChild(input);
});
await page.locator('#__test-player-input').focus();
await page.keyboard.press('Space');
const result = await page.evaluate(() => ({
// @ts-ignore
played: window.__spacePlayCount,
value: (document.getElementById('__test-player-input') as HTMLInputElement).value,
}));
expect(result.played).toBe(0);
expect(result.value).toBe(' ');
});
test('Space inside a modal dialog over the player reaches the modal, not play/pause (#593)', async ({ page }) => {
await openPlayerWithMockSong(page);
// A true modal dialog (role="dialog" aria-modal="true" / .feedBack-modal)
// layered over the player must trap interaction: Space activates the
// modal's focused control (native), it does NOT toggle playback behind it.
await page.evaluate(() => {
// @ts-ignore
window.__spacePlayCount = 0;
// @ts-ignore
window.__modalBtnClicked = 0;
// @ts-ignore
window.registerShortcut({
key: 'Space',
description: 'Play/Pause (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__spacePlayCount++; },
});
const modal = document.createElement('div');
modal.id = '__test-modal';
modal.className = 'feedBack-modal';
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
const btn = document.createElement('button');
btn.id = '__test-modal-btn';
btn.textContent = 'Close';
// @ts-ignore
btn.addEventListener('click', () => { window.__modalBtnClicked++; });
modal.appendChild(btn);
document.body.appendChild(modal);
});
await page.locator('#__test-modal-btn').focus();
await expect(page.locator('#__test-modal-btn')).toBeFocused();
await page.keyboard.press('Space');
const result = await page.evaluate(() => ({
// @ts-ignore
played: window.__spacePlayCount,
// @ts-ignore
clicked: window.__modalBtnClicked,
}));
// Playback is NOT toggled behind the modal…
expect(result.played).toBe(0);
// …and Space activated the modal's focused button natively.
expect(result.clicked).toBe(1);
});
// ── Escape = universal "Back" carve-out ──────────────────────────────────
// Escape must escape a focused non-modal control exactly like Space does,
// so a focused transport/rail button can't swallow it ("Escape in song not
// consistent"). These mirror the #593 Space tests above. Each registers an
// Escape spy in the relevant scope (which replaces the built-in handler for
// that composite key) so the assertion doesn't depend on showScreen teardown.
test('Escape exits the song when a player rail button is focused', async ({ page }) => {
await openPlayerWithMockSong(page);
// The bug: a focused <button> is an "interactive control", so Escape was
// blocked before reaching the dispatcher and the song wouldn't exit until
// the user clicked empty canvas to blur the control.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
const btn = document.createElement('button');
btn.id = '__test-rail-btn';
btn.textContent = 'Restart';
document.getElementById('player')!.appendChild(btn);
});
await page.locator('#__test-rail-btn').focus();
await expect(page.locator('#__test-rail-btn')).toBeFocused();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
// Back-to-library fired despite the control button holding focus.
expect(backCount).toBe(1);
});
test('Escape in a player-screen text input does NOT exit the song', async ({ page }) => {
await openPlayerWithMockSong(page);
// The text-input exemption (_isTextInput) is checked before the Escape
// carve-out, so Escape in a field is the field's own concern (clear/blur),
// never a song exit.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
const input = document.createElement('input');
input.type = 'text';
input.id = '__test-player-input';
document.getElementById('player')!.appendChild(input);
});
await page.locator('#__test-player-input').focus();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
expect(backCount).toBe(0);
});
test('Escape inside a modal over the player closes the modal, not back-to-library', async ({ page }) => {
await openPlayerWithMockSong(page);
// A true modal (role="dialog" aria-modal="true" / .feedBack-modal) layered
// over the player is a focus trap: Escape there must NOT eject past it to
// exit the song — the modal owns Escape. The carve-out's modal-overlay
// guard keeps the player-back shortcut from firing.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
const modal = document.createElement('div');
modal.id = '__test-modal';
modal.className = 'feedBack-modal';
modal.setAttribute('role', 'dialog');
modal.setAttribute('aria-modal', 'true');
const btn = document.createElement('button');
btn.id = '__test-modal-btn';
btn.textContent = 'Close';
modal.appendChild(btn);
document.body.appendChild(modal);
});
await page.locator('#__test-modal-btn').focus();
await expect(page.locator('#__test-modal-btn')).toBeFocused();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
// Playback is NOT exited behind the modal.
expect(backCount).toBe(0);
});
test('Escape does NOT exit the song while the Section Practice popover is open', async ({ page }) => {
await openPlayerWithMockSong(page);
// The Section Practice popover claims Escape earlier in
// _shortcutDispatchBlocked (line ~447, before the Escape carve-out), so an
// open popover suppresses the player-scope back-to-library Escape — the
// popover's own handler owns closing it. This locks that ordering guard.
await page.evaluate(() => {
// @ts-ignore
window.__escBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Back to library (test spy)',
scope: 'player',
// @ts-ignore
handler: () => { window.__escBackCount++; },
});
let bar = document.getElementById('section-practice-bar');
if (!bar) {
bar = document.createElement('div');
bar.id = 'section-practice-bar';
document.getElementById('player')!.appendChild(bar);
}
bar.classList.add('section-practice-bar--open');
});
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escBackCount);
// Player-back did NOT fire while the popover was open.
expect(backCount).toBe(0);
});
test('Escape goes back from settings when a control is focused (twin-bug)', async ({ page }) => {
// The same focus bug existed on the settings screen (the carve-out was
// player-only). The fix covers settings too: Escape returns to the
// previous screen even when a settings control holds focus.
await page.evaluate(() => {
// @ts-ignore
window.__escSettingsBackCount = 0;
// @ts-ignore
window.registerShortcut({
key: 'Escape',
description: 'Go back from settings (test spy)',
scope: 'settings',
// @ts-ignore
handler: () => { window.__escSettingsBackCount++; },
});
// @ts-ignore
window.showScreen('settings');
const btn = document.createElement('button');
btn.id = '__test-settings-btn';
btn.textContent = 'Some setting';
document.getElementById('settings')!.appendChild(btn);
});
await page.waitForSelector('#settings.active', { timeout: 5000 });
await page.locator('#__test-settings-btn').focus();
await expect(page.locator('#__test-settings-btn')).toBeFocused();
await page.keyboard.press('Escape');
const backCount = await page.evaluate(() => (window as any).__escSettingsBackCount);
expect(backCount).toBe(1);
});
test('should warn on invalid scope', async ({ page }) => {
const messages: string[] = [];
page.on('console', msg => {
+152
View File
@@ -0,0 +1,152 @@
import { test, expect } from '@playwright/test';
// Resume-last-session: leaving the player snapshots {song, arrangement,
// position, speed} so an exit is recoverable via a non-blocking "Resume" pill.
// These exercise the deterministic plumbing (snapshot guards, staleness, the
// pill, and resume consumption) without depending on real audio timing.
const RESUME_KEY = 'feedBack.resumeSession';
// Make playSong()'s WebSocket a no-network mock that emits a song_info + ready.
async function installMockSong(page) {
await page.evaluate(() => {
const messages = [
{ type: 'song_info', title: 'Mock Song', artist: 'Mock Artist', arrangement: 'Lead', arrangement_index: 0, duration: 90, tuning: [0, 0, 0, 0, 0, 0], stringCount: 6, arrangements: [{ index: 0, name: 'Lead', notes: 1 }] },
{ type: 'ready' },
];
class MockWebSocket {
static CONNECTING = 0; static OPEN = 1; static CLOSING = 2; static CLOSED = 3;
readyState = MockWebSocket.CONNECTING;
onopen = null; onmessage = null; onerror = null; onclose = null; url;
constructor(url) {
this.url = url;
setTimeout(() => {
this.readyState = MockWebSocket.OPEN;
if (this.onopen) this.onopen(new Event('open'));
for (const m of messages) if (this.onmessage) this.onmessage({ data: JSON.stringify(m) });
}, 0);
}
send() {}
close() { this.readyState = MockWebSocket.CLOSED; if (this.onclose) this.onclose(new CloseEvent('close')); }
}
// @ts-ignore
window.WebSocket = MockWebSocket;
});
}
async function openPlayerWithMockSong(page) {
await installMockSong(page);
await page.evaluate(async () => {
// @ts-ignore
await window.playSong('mock-song.sloppak');
});
await page.waitForSelector('#player.active', { timeout: 5000 });
await expect(page.locator('#hud-title')).toHaveText('Mock Song', { timeout: 5000 });
}
test.describe('Resume last session', () => {
test.beforeEach(async ({ page }) => {
// Suppress the first-run onboarding overlay (a modal that intercepts
// pointer/keyboard events) so the player isn't covered.
await page.route('**/api/profile', async (route) => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: { display_name: 'Test', player_hash: 'test', onboarded: true } });
} else { await route.continue(); }
});
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
await page.evaluate((k) => localStorage.removeItem(k), RESUME_KEY);
});
test('snapshots song + arrangement + position once you are mid-song', async ({ page }) => {
await openPlayerWithMockSong(page);
const snap = await page.evaluate(() => {
// @ts-ignore
window._snapshotResumeSession(30);
// @ts-ignore
return window._readResumeSession();
});
expect(snap).not.toBeNull();
expect(snap.f).toBe('mock-song.sloppak');
expect(snap.a).toBe(0);
expect(Math.round(snap.t)).toBe(30);
expect(snap.title).toBe('Mock Song');
});
test('does NOT snapshot a barely-started or basically-finished song', async ({ page }) => {
await openPlayerWithMockSong(page);
const result = await page.evaluate(() => {
// @ts-ignore
window._snapshotResumeSession(1); // < 3s min → ignored
// @ts-ignore
const tooEarly = window._readResumeSession();
// duration is 90; end-guard is 5s, so 88 > 85 → ignored
// @ts-ignore
window._snapshotResumeSession(88);
// @ts-ignore
const tooLate = window._readResumeSession();
return { tooEarly, tooLate };
});
expect(result.tooEarly).toBeNull();
expect(result.tooLate).toBeNull();
});
test('a stale (>24h) snapshot is ignored', async ({ page }) => {
const got = await page.evaluate((k) => {
const old = { f: 'old.sloppak', a: 0, t: 42, sp: 1, title: 'Old', ts: Date.now() - 25 * 60 * 60 * 1000 };
localStorage.setItem(k, JSON.stringify(old));
// @ts-ignore
return window._readResumeSession();
}, RESUME_KEY);
expect(got).toBeNull();
});
test('the Resume pill appears off-player and hides on the player', async ({ page }) => {
await page.evaluate((k) => {
const snap = { f: 'mock-song.sloppak', a: 0, t: 30, sp: 1, title: 'Mock Song', artist: 'Mock Artist', ts: Date.now() };
localStorage.setItem(k, JSON.stringify(snap));
// @ts-ignore
window.feedBack._maybeShowResumePill();
}, RESUME_KEY);
await expect(page.locator('#fb-resume-pill')).toBeVisible();
await expect(page.locator('#fb-resume-pill')).toContainText('Mock Song');
// Entering the player hides it (screen:changed → _hideResumePill()).
await page.evaluate(() => { /* @ts-ignore */ window.showScreen('player'); });
await page.waitForSelector('#player.active', { timeout: 5000 });
await expect(page.locator('#fb-resume-pill')).toHaveCount(0);
});
test('dismissing the pill removes it and does not re-show it this session', async ({ page }) => {
await page.evaluate((k) => {
const snap = { f: 'mock-song.sloppak', a: 0, t: 30, sp: 1, title: 'Mock Song', ts: Date.now() };
localStorage.setItem(k, JSON.stringify(snap));
// @ts-ignore
window.feedBack._maybeShowResumePill();
}, RESUME_KEY);
await expect(page.locator('#fb-resume-pill')).toBeVisible();
await page.locator('#fb-resume-pill button[aria-label="Dismiss"]').click();
await expect(page.locator('#fb-resume-pill')).toHaveCount(0);
// A re-offer attempt within the same session is suppressed.
await page.evaluate(() => { /* @ts-ignore */ window.feedBack._maybeShowResumePill(); });
await expect(page.locator('#fb-resume-pill')).toHaveCount(0);
});
test('resumeLastSession() re-enters the song and consumes the snapshot', async ({ page }) => {
await installMockSong(page);
await page.evaluate((k) => {
const snap = { f: 'mock-song.sloppak', a: 0, t: 30, sp: 1, title: 'Mock Song', ts: Date.now() };
localStorage.setItem(k, JSON.stringify(snap));
}, RESUME_KEY);
await page.evaluate(async () => { /* @ts-ignore */ await window.resumeLastSession(); });
await page.waitForSelector('#player.active', { timeout: 5000 });
// The snapshot is consumed (cleared) so it isn't offered again.
const remaining = await page.evaluate((k) => localStorage.getItem(k), RESUME_KEY);
expect(remaining).toBeNull();
});
});
+138
View File
@@ -0,0 +1,138 @@
import { test, expect } from '@playwright/test';
// Verifies the v3 tabbed settings page (feat/v3-settings-tabbed): the tab bar
// renders, tabs switch panels, the active tab persists, existing controls
// still hydrate from /api/settings, the new countdown toggle persists, and the
// per-category reset hits /api/settings/reset.
interface SettingsPayload {
dlc_dir: string;
default_arrangement: string;
demucs_server_url: string;
master_difficulty: number;
av_offset_ms: number;
countdown_before_song: boolean;
miss_penalty: string;
fail_behavior: string;
}
const basePayload: SettingsPayload = {
dlc_dir: '',
default_arrangement: 'Rhythm',
demucs_server_url: '',
master_difficulty: 70,
av_offset_ms: 0,
countdown_before_song: false,
miss_penalty: 'none',
fail_behavior: 'continue',
};
// A fresh profile shows the blocking onboarding overlay; onboard via the API
// so the tab clicks below aren't intercepted (idempotent once onboarded).
test.beforeEach(async ({ request }) => {
await request.post('/api/profile', { data: { display_name: 'Settings Tester' } });
await request.post('/api/progression/paths', { data: { add: ['guitar'] } });
await request.post('/api/progression/onboarding', { data: { action: 'skip' } });
});
// Open the v3 settings screen with the first-run onboarding overlay neutralised
// (the API skip in beforeEach handles the common path; this also hides the
// overlay element so a slow async profile render can't intercept tab clicks).
async function openSettings(page) {
await page.goto('/');
await page.waitForSelector('#settings-tabbar', { state: 'attached' });
await page.addStyleTag({ content: '#v3-onboarding{display:none!important;pointer-events:none!important}' });
await page.evaluate(() => (window as any).showScreen('settings'));
}
async function mockSettings(page, posts: any[], resets: any[]) {
await page.route('**/api/settings', async route => {
if (route.request().method() === 'GET') {
await route.fulfill({ json: basePayload });
return;
}
posts.push(route.request().postDataJSON());
await route.fulfill({ json: { message: 'Settings saved' } });
});
await page.route('**/api/settings/reset', async route => {
resets.push(route.request().postDataJSON());
await route.fulfill({ json: { message: 'Settings reset', reset: [] } });
});
}
test('tab bar renders the settings tabs and Gameplay is default', async ({ page }) => {
await mockSettings(page, [], []);
await openSettings(page);
const tabs = await page.locator('#settings-tabbar .fb-tab').allTextContents();
expect(tabs).toEqual(['Gameplay', 'Audio', 'Graphics', 'Keybinds', 'Progression', 'Mic', 'Plugins', 'System']);
// Gameplay panel is active by default and its controls are present.
await expect(page.locator('.fb-tabpanel[data-tab="gameplay"]')).toHaveClass(/active/);
await expect(page.locator('#setting-lefty')).toBeAttached();
await expect(page.locator('#setting-countdown-before-song')).toBeAttached();
});
test('clicking a tab switches the visible panel', async ({ page }) => {
await mockSettings(page, [], []);
await openSettings(page);
await page.locator('#settings-tabbar .fb-tab[data-tab="audio"]').click();
await expect(page.locator('.fb-tabpanel[data-tab="audio"]')).toHaveClass(/active/);
await expect(page.locator('.fb-tabpanel[data-tab="gameplay"]')).not.toHaveClass(/active/);
await expect(page.locator('#setting-live-guitar-tone-source')).toBeVisible();
});
test('active tab persists across reload', async ({ page }) => {
await mockSettings(page, [], []);
await openSettings(page);
await page.locator('#settings-tabbar .fb-tab[data-tab="system"]').click();
await expect(page.locator('.fb-tabpanel[data-tab="system"]')).toHaveClass(/active/);
await page.reload();
await page.waitForSelector('#settings-tabbar', { state: 'attached' });
// Restored from localStorage even before navigating back to settings.
await expect(page.locator('#settings-tabbar .fb-tab[data-tab="system"]')).toHaveClass(/active/);
});
test('existing controls hydrate from /api/settings', async ({ page }) => {
await mockSettings(page, [], []);
await openSettings(page);
await expect(page.locator('#default-arrangement')).toHaveValue('Rhythm');
// Note highway speed shares master_difficulty (70 in the mock).
await expect(page.locator('#setting-highway-speed')).toHaveValue('70');
await expect(page.locator('#setting-highway-speed-val')).toHaveText('70'); // span holds number; '%' is literal in markup
});
test('countdown toggle persists countdown_before_song', async ({ page }) => {
const posts: any[] = [];
await mockSettings(page, posts, []);
await openSettings(page);
await page.locator('label.fb-switch:has(#setting-countdown-before-song) .fb-switch-track').click();
await expect.poll(() => posts.some(p => p && p.countdown_before_song === true)).toBe(true);
});
test('reset gameplay posts to /api/settings/reset', async ({ page }) => {
const resets: any[] = [];
await mockSettings(page, [], resets);
await openSettings(page);
await page.locator('[data-reset="gameplay"]').click();
// _confirmDialog modal — confirm it.
await page.locator('.slopsmith-modal [data-confirm]').click();
await expect.poll(() => resets.length).toBeGreaterThan(0);
expect(resets[0].keys).toContain('countdown_before_song');
expect(resets[0].keys).toContain('master_difficulty');
});
test('keybinds tab renders the shortcut reference', async ({ page }) => {
await mockSettings(page, [], []);
await openSettings(page);
await page.locator('#settings-tabbar .fb-tab[data-tab="keybinds"]').click();
// Either real shortcuts (kbd chips) or the empty-state note — never blank.
await expect(page.locator('#settings-keybinds')).not.toBeEmpty();
});
@@ -0,0 +1,93 @@
import { test, expect } from '@playwright/test';
// Regression coverage for the v3 Section Map "leftmost section unclickable" bug.
//
// The Section Map plugin pins a ~20px clickable bar (#section-map, z-index:5)
// to the very top of #player. The v3 chrome has a full-height invisible rail
// "catcher" (.v3-railzone::before, z-index:30, width:96px, pinned left/top:0)
// that reveals the hover rail. Because the catcher sat at top:0 and outranks
// the bar, its top-left corner swallowed every click on the section map's first
// section. Fix (static/v3/v3.css): `#section-map ~ #v3-railzone::before { top: 20px }`
// drops the catcher below the bar when the section map is present.
//
// We reproduce the plugin's bar exactly (first child of #player, the rendered
// position:relative / z-index:5 / 20px-tall state) and hit-test the top-left
// corner with elementFromPoint — that is precisely what a real click resolves
// against. A negative control re-raises the catcher to prove the test catches
// the bug.
// A fresh profile shows the blocking onboarding overlay; onboard via the API so
// it isn't (re)created over the player. Idempotent once onboarded.
test.beforeEach(async ({ request }) => {
await request.post('/api/profile', { data: { display_name: 'Section Map Tester' } });
await request.post('/api/progression/paths', { data: { add: ['guitar'] } });
await request.post('/api/progression/onboarding', { data: { action: 'skip' } });
});
async function openPlayerWithSectionMap(page) {
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
// The bug affects an already-onboarded user mid-song. The API skip above
// handles the common path; this persistent hide also covers a slow async
// profile render that could otherwise re-create the full-screen overlay and
// intercept the top-left hit-test (mirrors settings-tabbed.spec.ts).
await page.addStyleTag({ content: '#v3-onboarding{display:none!important;pointer-events:none!important}' });
await page.evaluate(() => {
// @ts-ignore — show the player screen (static #v3-railzone markup lives here).
window.showScreen('player');
const player = document.getElementById('player');
if (!player) throw new Error('#player missing');
// Reproduce the section_map plugin's rendered bar: first child of #player,
// 20px tall, full width, z-index:5, position:relative (its post-_smRender
// state), with a left-edge "first section" block at left:0.
const bar = document.createElement('div');
bar.id = 'section-map';
bar.style.cssText =
'position:relative;top:0;left:0;right:0;z-index:5;height:20px;background:rgba(8,8,16,0.7);cursor:pointer;';
const block = document.createElement('div');
block.id = 'sm-first-block';
block.style.cssText =
'position:absolute;left:0;width:30%;top:0;bottom:0;background:#3b82f6;';
bar.appendChild(block);
player.insertBefore(bar, player.firstChild);
});
await page.waitForSelector('#section-map', { state: 'attached', timeout: 5000 });
await page.waitForSelector('#v3-railzone', { state: 'attached', timeout: 5000 });
}
// What element does a click at the top-left strip land on? (x within the 96px
// catcher, y within the 20px bar.)
function hitTopLeft(page, x = 10, y = 8) {
return page.evaluate(({ x, y }) => {
const el = document.elementFromPoint(x, y) as HTMLElement | null;
return el ? { id: el.id, cls: el.className, tag: el.tagName } : null;
}, { x, y });
}
test('top-left of the section map receives clicks, not the rail catcher (fix present)', async ({ page }) => {
await openPlayerWithSectionMap(page);
const hit = await hitTopLeft(page);
// Click must resolve to the section map (the bar or its first-section block),
// never the rail hover-zone.
expect(hit).not.toBeNull();
expect(hit!.id).not.toBe('v3-railzone');
expect(['section-map', 'sm-first-block']).toContain(hit!.id);
});
test('negative control: re-raising the catcher to top:0 reproduces the bug', async ({ page }) => {
await openPlayerWithSectionMap(page);
// Undo the fix at runtime (highest-specificity inline-ish override) so the
// catcher again covers the bar's top-left — this is the pre-fix layout.
await page.evaluate(() => {
const style = document.createElement('style');
style.textContent = '#section-map ~ #v3-railzone::before { top: 0 !important; }';
document.head.appendChild(style);
});
const hit = await hitTopLeft(page);
// Without the fix, the rail catcher swallows the click.
expect(hit!.id).toBe('v3-railzone');
});
+118
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@@ -0,0 +1,118 @@
import { test, expect } from '@playwright/test';
// Regression coverage for the list/tree view select-mode fix (PR #585, which
// re-lands a change that was reverted). The core bug: entering select mode
// re-renders the tree (setSelectMode -> reload -> loadTree), and the rebuild
// wiped every expanded <details>, collapsing the tree and making selection
// unusable. The fix captures the open artist groups before the wipe and
// restores them. We also cover: clicking a row in select mode selects instead
// of playing.
//
// Navigation uses programmatic element.click() rather than Playwright's
// actionability-gated click: this screen briefly re-renders its toolbar and
// the harness can show transient overlays, but element.click() still
// dispatches a real bubbling event through the capture-phase select handler.
const ARTISTS = {
artists: [
{
name: 'Alpha Band',
song_count: 2,
albums: [{ name: 'First Album', songs: [
{ filename: 'alpha/one.sloppak', title: 'Alpha One', artist: 'Alpha Band', album: 'First Album' },
{ filename: 'alpha/two.sloppak', title: 'Alpha Two', artist: 'Alpha Band', album: 'First Album' },
] }],
},
{
name: 'Beta Crew',
song_count: 1,
albums: [{ name: 'Beta LP', songs: [
{ filename: 'beta/solo.sloppak', title: 'Beta Solo', artist: 'Beta Crew', album: 'Beta LP' },
] }],
},
],
total_artists: 2,
};
test.beforeEach(async ({ page }) => {
// Paged artists endpoint (used by both the tree and the artist catalog):
// page 0 returns data, later pages return empty so the paging loop ends.
await page.route('**/api/library/artists**', async route => {
const pageNum = Number(new URL(route.request().url()).searchParams.get('page') || '0');
await route.fulfill({ json: pageNum === 0 ? ARTISTS : { artists: [], total_artists: 2 } });
});
await page.route('**/api/library/providers', route => route.fulfill({ json: { providers: [{ id: 'local', label: 'My Library' }] } }));
await page.route('**/api/library/tuning-names**', route => route.fulfill({ json: { tunings: [] } }));
await page.route('**/api/stats/best', route => route.fulfill({ json: {} }));
await page.route('**/api/library?**', route => route.fulfill({ json: { songs: [], total: 0, page: 0, size: 60 } }));
});
// Programmatic click — fires a real bubbling click through capture-phase
// handlers without Playwright's actionability gate.
async function clickSel(page, selector: string) {
await page.evaluate((s) => {
const el = document.querySelector(s) as HTMLElement | null;
if (!el) throw new Error('not found: ' + s);
el.click();
}, selector);
}
async function openTree(page) {
await page.goto('/');
await page.waitForSelector('.screen.active', { timeout: 10000 });
await page.evaluate(() => {
// @ts-ignore — record playback so an accidental row-click is detectable.
window.__played = 0;
// @ts-ignore
window.playSong = () => { window.__played++; return Promise.resolve(); };
// @ts-ignore
window.showScreen('v3-songs');
});
await page.waitForSelector('#v3-songs-tree-btn', { state: 'attached', timeout: 8000 });
await clickSel(page, '#v3-songs-tree-btn');
await page.waitForSelector('#v3-songs-tree details', { state: 'attached', timeout: 8000 });
}
// Returns the <details> whose <summary> names the given artist.
function group(page, artist: string) {
return page.locator('#v3-songs-tree details', { has: page.locator('summary', { hasText: artist }) });
}
test('select mode keeps expanded artist groups open across the tree re-render (#585)', async ({ page }) => {
await openTree(page);
// Expand Alpha (the precondition the bug used to destroy on re-render).
await page.evaluate(() => {
const d = [...document.querySelectorAll('#v3-songs-tree details')]
.find((el) => el.querySelector('summary')?.textContent?.includes('Alpha Band')) as HTMLDetailsElement;
d.open = true;
});
await expect(group(page, 'Alpha Band')).toHaveAttribute('open', '');
// Enter select mode → triggers the full tree re-render.
await clickSel(page, '#v3-songs-select');
await page.waitForSelector('#v3-songs-tree input[data-select]', { state: 'attached', timeout: 8000 });
// The bug: Alpha collapses after the rebuild. The fix restores it.
await expect(group(page, 'Alpha Band')).toHaveAttribute('open', '');
// Beta was never opened — it must stay collapsed (no false restore).
await expect(group(page, 'Beta Crew')).not.toHaveAttribute('open', '');
});
test('clicking a tree row in select mode selects it instead of playing (#585)', async ({ page }) => {
await openTree(page);
await page.evaluate(() => {
const d = [...document.querySelectorAll('#v3-songs-tree details')]
.find((el) => el.querySelector('summary')?.textContent?.includes('Alpha Band')) as HTMLDetailsElement;
d.open = true;
});
await clickSel(page, '#v3-songs-select');
await page.waitForSelector('#v3-songs-tree input[data-select]', { state: 'attached', timeout: 8000 });
await clickSel(page, '#v3-songs-tree [data-fn="alpha/one.sloppak"]');
await expect(page.locator('#v3-songs-tree [data-fn="alpha/one.sloppak"] input[data-select]')).toBeChecked();
expect(await page.evaluate(() => (window as any).__played)).toBe(0);
});
+111
View File
@@ -0,0 +1,111 @@
// Regression guards for two Edit-Metadata modal fixes (static/app.js):
//
// 1. Year is editable — the modal renders an `edit-year` field and
// saveEditModal() includes `year` in the POST /api/song/<f>/meta body.
// (Backend already accepts/normalizes year; only the UI omitted it.)
//
// 2. A click-drag that starts inside a field and is released on the backdrop
// must NOT dismiss the modal. _editModalShouldClose() gates backdrop
// dismissal on the mousedown having started on the backdrop too.
//
// Functions are extracted from the real shipped source and run in a vm — no
// mirror copies.
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const { extractFunction } = require('./test_utils');
const APP_JS = path.join(__dirname, '..', '..', 'static', 'app.js');
const readApp = () => fs.readFileSync(APP_JS, 'utf8');
function loadFn(signature, sandbox, exportAs) {
const fnSrc = extractFunction(readApp(), signature);
const ctx = vm.createContext(sandbox);
vm.runInContext(`${fnSrc}\nglobalThis.${exportAs} = ${exportAs};`, ctx);
return sandbox[exportAs];
}
// ── Issue: Edit Metadata does not allow changing Year ────────────────────────
test('openEditModal renders a Year field bound to songData.y', () => {
const src = extractFunction(readApp(), 'function openEditModal');
assert.match(src, /id="edit-year"/, 'modal must render an #edit-year input');
assert.match(src, /_escAttr\(songData\.y\)/, 'year input must be populated from songData.y');
});
test('Save button wires via data-edit-save, not an inline onclick that embeds the filename', () => {
// encodeURIComponent does NOT escape `'`, so embedding the filename in a
// single-quoted inline `saveEditModal('…')` handler breaks the save for a
// song whose filename contains an apostrophe (e.g. `Bob's Song.sloppak`).
// The Save button must use the data-attr + JS-listener pattern instead.
const src = extractFunction(readApp(), 'function openEditModal');
assert.doesNotMatch(src, /onclick="saveEditModal\('/, 'Save must not embed the filename in an inline onclick');
assert.match(src, /data-edit-save/, 'Save button must carry the data-edit-save hook');
assert.match(src, /querySelector\('\[data-edit-save\]'\)/, 'Save must be wired via addEventListener');
});
test('saveEditModal includes year in the metadata POST body', async () => {
const calls = [];
const values = {
'edit-title': 'My Title', 'edit-artist': 'My Artist',
'edit-album': 'My Album', 'edit-year': '1998',
'edit-art-file': null, // signals the file branch via .files below
'edit-modal': null,
};
const sandbox = {
decodeURIComponent, encodeURIComponent, JSON, Promise,
_lastLibSelected: null,
loadLibrary: () => {}, loadFavorites: () => {},
fetch: (url, opts) => { calls.push({ url, opts }); return Promise.resolve({ ok: true }); },
document: {
getElementById: (id) => {
if (id === 'edit-art-file') return { files: null };
if (id === 'edit-modal') return null;
return id in values ? { value: values[id] } : null;
},
querySelector: () => null, // no active screen
body: { contains: () => false },
},
};
const saveEditModal = loadFn('async function saveEditModal', sandbox, 'saveEditModal');
await saveEditModal(encodeURIComponent('Song With Spaces.sloppak'));
const metaCall = calls.find((c) => /\/api\/song\/.+\/meta$/.test(c.url));
assert.ok(metaCall, 'expected a POST to /api/song/<filename>/meta');
const body = JSON.parse(metaCall.opts.body);
assert.equal(body.year, '1998', 'meta POST body must carry the edited year');
assert.deepEqual(
body,
{ title: 'My Title', artist: 'My Artist', album: 'My Album', year: '1998' },
'meta POST body shape',
);
});
// ── Issue: Renaming Metadata Closes Modal (click-drag release on backdrop) ────
test('_editModalShouldClose: backdrop needs mousedown to have started there', () => {
const fn = loadFn('function _editModalShouldClose', {}, '_editModalShouldClose');
const modalEl = { closest: () => null }; // the backdrop element
const innerEl = { closest: () => null }; // a field inside the modal
const cancelBtn = { closest: (s) => (s === '[data-edit-close]' ? { tag: 'button' } : null) };
// Cancel / ✕ always closes, regardless of where the mousedown began.
assert.equal(fn(cancelBtn, modalEl, false), true, 'Cancel/✕ closes');
assert.equal(fn(cancelBtn, modalEl, true), true, 'Cancel/✕ closes (down-on-backdrop irrelevant)');
// Genuine backdrop click: down AND up on the backdrop.
assert.equal(fn(modalEl, modalEl, true), true, 'backdrop down+up closes');
// The reported bug: drag began inside a field (down NOT on backdrop), click
// resolves to the backdrop on release — must NOT close.
assert.equal(fn(modalEl, modalEl, false), false, 'drag-from-field release on backdrop does NOT close');
// A click that lands on inner content never closes via the backdrop path.
assert.equal(fn(innerEl, modalEl, true), false, 'click on inner content does not close');
});
+58
View File
@@ -67,6 +67,64 @@ test('reset counters via bindRuntime song lifecycle', () => {
assert.deepEqual(runtime.getCounters(), { hits: 0, misses: 0, streak: 0, bestStreak: 0 });
});
test('backward song:seek rebuilds the tally to the new position', () => {
const listeners = new Map();
const sm = {
on(event, fn) { const l = listeners.get(event) || []; l.push(fn); listeners.set(event, l); },
emit(event, detail) { (listeners.get(event) || []).forEach((fn) => fn({ detail })); },
};
const runtime = hud.bindRuntime(sm);
sm.emit('song:loading', { filename: 'song.archive' });
// Notes judged at t = 1..5 (miss at t=4), each carried on the event detail.
sm.emit('note:hit', { noteTime: 1 });
sm.emit('note:hit', { noteTime: 2 });
sm.emit('note:hit', { noteTime: 3 });
sm.emit('note:miss', { noteTime: 4 });
sm.emit('note:hit', { noteTime: 5 });
assert.equal(runtime.getCounters().hits, 4);
assert.equal(runtime.getCounters().misses, 1);
// Restart-style backward seek to t=3 → keep only t=1,2 (both hits).
sm.emit('song:seek', { from: 5, to: 3, reason: 'song-restart' });
assert.equal(runtime.getCounters().hits, 2);
assert.equal(runtime.getCounters().misses, 0);
assert.equal(runtime.getCounters().streak, 2);
// Restart to the very top → 0 notes.
sm.emit('song:seek', { from: 3, to: 0, reason: 'song-restart' });
assert.deepEqual(runtime.getCounters(), { hits: 0, misses: 0, streak: 0, bestStreak: 0 });
});
test('a FORWARD song:seek does not roll back the tally', () => {
const listeners = new Map();
const sm = {
on(event, fn) { const l = listeners.get(event) || []; l.push(fn); listeners.set(event, l); },
emit(event, detail) { (listeners.get(event) || []).forEach((fn) => fn({ detail })); },
};
const runtime = hud.bindRuntime(sm);
sm.emit('song:loading', { filename: 'song.archive' });
sm.emit('note:hit', { noteTime: 1 });
sm.emit('note:hit', { noteTime: 2 });
sm.emit('song:seek', { from: 2, to: 30, reason: 'seek-by' });
assert.equal(runtime.getCounters().hits, 2, 'forward seek keeps earlier hits');
});
test('loop-wrap seek is ignored (drill mode keeps accumulating)', () => {
const listeners = new Map();
const sm = {
on(event, fn) { const l = listeners.get(event) || []; l.push(fn); listeners.set(event, l); },
emit(event, detail) { (listeners.get(event) || []).forEach((fn) => fn({ detail })); },
};
const runtime = hud.bindRuntime(sm);
sm.emit('song:loading', { filename: 'song.archive' });
sm.emit('note:hit', { noteTime: 11 });
sm.emit('note:hit', { noteTime: 12 });
// A-B drill loop wraps backward to loopA — must NOT reset the tally.
sm.emit('song:seek', { from: 12, to: 10, reason: 'loop-wrap' });
assert.equal(runtime.getCounters().hits, 2, 'loop-wrap leaves the cumulative tally intact');
});
test('DOM text updates after hit and miss events', () => {
class El {
constructor(id) {
@@ -0,0 +1,69 @@
// Regression: the play/pause button must not be reset to "Play" when an
// in-flight togglePlay() audio.play() is rejected *because the engine reroute
// (HTML5 -> JUCE) deliberately paused the <audio> element*. Playback continues
// on the JUCE transport, so the button must stay "Pause" (isPlaying true).
//
// Bug: first song after a fresh load on desktop — the reroute's audio.pause()
// aborts autoplay's play(); togglePlay's catch then flipped the button to Play
// while the song kept playing, so it took two clicks to actually pause.
//
// Same isolation strategy as autoplay_exit.test.js: extract togglePlay() from
// app.js by brace-matching and run it in a vm sandbox with stubbed deps.
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const { extractFunction } = require('./test_utils');
const APP_JS = path.join(__dirname, '..', '..', 'static', 'app.js');
const SRC = fs.readFileSync(APP_JS, 'utf8');
const TOGGLE_PLAY_SRC = extractFunction(SRC, 'async function togglePlay(');
// Drive togglePlay() from the not-playing state with an HTML5 audio.play() that
// rejects, optionally with a reroute in progress. Returns the observed button
// states and the final isPlaying flag.
async function runTogglePlayRejecting({ rerouteInProgress }) {
const buttonStates = [];
const sandbox = {
console: { log() {}, warn() {}, error() {} },
// not-playing -> togglePlay takes the HTML5 play branch
isPlaying: false,
_audioSeekGen: 0,
_playAttemptGen: 0,
setPlayButtonState(v) { buttonStates.push(v); },
audio: {
// Reject like the browser does when a pending play() is interrupted
// by a pause() (the reroute's deliberate audio.pause()).
play: () => Promise.reject(new DOMException('aborted by pause', 'AbortError')),
pause() {},
},
jucePlayer: { play: () => Promise.resolve(true), pause: () => Promise.resolve() },
window: {
_juceMode: false,
_juceRerouteInProgress: rerouteInProgress ? 1 : 0,
feedBack: { isPlaying: false, emit() {} },
},
};
sandbox.globalThis = sandbox;
vm.createContext(sandbox);
vm.runInContext(TOGGLE_PLAY_SRC, sandbox, { filename: 'app.js#togglePlay' });
await vm.runInContext('togglePlay()', sandbox);
return { buttonStates, isPlaying: sandbox.isPlaying };
}
test('reroute-aborted play() leaves the button on Pause (isPlaying stays true)', async () => {
const { buttonStates, isPlaying } = await runTogglePlayRejecting({ rerouteInProgress: true });
// Optimistic flip to Pause happened; the reroute guard must prevent the
// catch from flipping it back to Play.
assert.deepEqual(buttonStates, [true], 'button should only have been set to Pause, never reset to Play');
assert.equal(isPlaying, true, 'isPlaying must stay true — the JUCE transport owns playback');
});
test('a genuine play() rejection (no reroute) still resets the button to Play', async () => {
const { buttonStates, isPlaying } = await runTogglePlayRejecting({ rerouteInProgress: false });
assert.deepEqual(buttonStates, [true, false], 'button set to Pause then correctly reset to Play on real failure');
assert.equal(isPlaying, false, 'isPlaying must reflect the failed start');
});
+37
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@@ -0,0 +1,37 @@
// Guard: a song's ⋮ "More" menu offers "Add to playlist" for a single song —
// not only the select-mode checkbox + batch-bar flow. Both paths share the
// extracted addFilenamesToPlaylist() helper. (Menu/DOM wiring isn't headlessly
// unit-testable, so these are source-level guards.)
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const SONGS = fs.readFileSync(
path.join(__dirname, '..', '..', 'static', 'v3', 'songs.js'), 'utf8');
test('the ⋮ card menu lists an "Add to playlist" row', () => {
assert.match(SONGS, /id:\s*'__playlist',\s*label:\s*'Add to playlist'/);
});
test('the menu row adds the single song via the shared helper', () => {
assert.match(SONGS, /id === '__playlist'[\s\S]{0,100}addFilenamesToPlaylist\(\[song\.filename\]\)/);
});
test('batch and single-song add share addFilenamesToPlaylist()', () => {
assert.match(SONGS, /async function addFilenamesToPlaylist\(filenames\)/);
assert.match(SONGS, /async function batchAddToPlaylist\(\)[\s\S]{0,120}addFilenamesToPlaylist\(state\.selected\)/);
});
test('batch only finishes (clears selection) when the add succeeded, not on cancel', () => {
// addFilenamesToPlaylist returns null on a cancelled/failed picker; the
// batch caller must capture it and gate finishBatch() on a truthy pid, so
// cancelling preserves the multi-select (regression guard for the
// extract-helper refactor — previously finishBatch ran unconditionally).
assert.match(SONGS, /const pid = await addFilenamesToPlaylist\(state\.selected\)/,
'batch must capture the returned playlist id');
assert.match(SONGS, /if \(pid\) finishBatch\(\)/,
'finishBatch must be gated on a successful add (truthy pid)');
});
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// Regression guard for "No DLC until restart": a library scan triggered from
// Settings (rescan / full rescan, e.g. right after pointing at a DLC folder)
// reloaded only the classic library — the v3 Songs grid kept its cached
// (pre-DLC, empty) state until an app restart.
//
// The fix wires a `library:changed` event (emitted by the rescan handlers in
// app.js) to a reload in static/v3/songs.js. That's DOM/event glue, not a pure
// function, so these are source-level guards that the wiring isn't dropped; the
// end-to-end behavior is verified in-app / by a browser test.
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const root = path.join(__dirname, '..', '..');
const SONGS = fs.readFileSync(path.join(root, 'static', 'v3', 'songs.js'), 'utf8');
const APP = fs.readFileSync(path.join(root, 'static', 'app.js'), 'utf8');
test('app.js emits library:changed when a Settings rescan completes', () => {
assert.match(APP, /emit\(\s*['"]library:changed['"]/,
'a completed rescan must broadcast library:changed for the v3 grid');
});
test('songs.js handles library:changed — reload when active, else mark dirty', () => {
const m = SONGS.match(/sm\.on\(\s*['"]library:changed['"][\s\S]{0,500}?\}\);/);
assert.ok(m, 'songs.js must subscribe to library:changed');
assert.match(m[0], /reload\(\)/, 'reloads the grid when the screen is active');
assert.match(m[0], /_libraryDirty\s*=\s*true/, 'marks dirty when off-screen');
});
test('onV3SongsScreenEnter forces a reload when the library is dirty', () => {
const m = SONGS.match(/function onV3SongsScreenEnter\(\)[\s\S]{0,400}?\{/);
assert.ok(m, 'onV3SongsScreenEnter present');
// The dirty check must short-circuit to a reload before the cached-DOM
// fast-paths get a chance to restore the stale grid.
assert.match(SONGS, /if\s*\(_libraryDirty\)\s*\{[^}]*reload\(\)[^}]*return;/,
'a dirty library must force a full reload on entry, ahead of any fast-path');
});
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// Guard for the content-dependent playlist cover (playlists.js). A custom
// uploaded cover wins; otherwise the playlist's song art decides: icon when
// empty, a single cover for a few songs, a 2×2 mosaic at 4+. (Rendering is DOM
// glue, so this is a source-level guard on the decision branches.)
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const PL = fs.readFileSync(
path.join(__dirname, '..', '..', 'static', 'v3', 'playlists.js'), 'utf8');
test('custom cover_url takes priority', () => {
assert.match(PL, /function playlistCoverHtml\(p\)/);
assert.match(PL, /if \(p\.cover_url\) return/);
});
test('empty → icon, <4 → single art, 4+ → 2×2 mosaic', () => {
assert.match(PL, /if \(!arts\.length\)[\s\S]{0,160}(🔖|🎵)/); // empty → icon
assert.match(PL, /arts\.length < 4\) return[\s\S]{0,120}arts\[0\]/); // a few → single cover
assert.match(PL, /grid-cols-2 grid-rows-2[\s\S]{0,120}slice\(0, 4\)/); // 4+ → mosaic
});
test('the card uses playlistCoverHtml (not the old static emoji box)', () => {
assert.match(PL, /playlistCoverHtml\(p\)/);
});
@@ -0,0 +1,99 @@
// Regression guard for the post-play score-badge refresh bug
// (#574 follow-up): after finishing a song, its accuracy badge on the
// Songs screen stayed stale until a full re-render (app restart / search /
// re-enter), even though stats-recorder fired `stats:recorded`.
//
// Root cause: `stats:recorded` (like `song:loading`) carries the filename
// exactly as handed to playSong — encodeURIComponent'd (see playCard) — but
// library cards key on the DECODED filename (data-fn = cardKey → localFilename)
// and /api/stats/best is server-canonicalized to that same decoded key. So the
// in-place repaint (repaintAccuracy) matched no card and silently no-oped.
//
// The fix is a `decFn` helper in static/v3/songs.js that decodes the event
// filename back into the card / state.accuracy key space before matching. This
// test extracts the REAL decFn from the shipped source (not a mirror) and proves
// the encoded event filename round-trips to the raw card key.
'use strict';
const { test } = require('node:test');
const assert = require('node:assert/strict');
const fs = require('node:fs');
const path = require('node:path');
const vm = require('node:vm');
const SONGS_JS = path.join(__dirname, '..', '..', 'static', 'v3', 'songs.js');
// Brace-balanced extraction so nested braces / template strings survive.
function extractFunctionSource(src, name) {
const sig = `function ${name}`;
const start = src.indexOf(sig);
assert.ok(start !== -1, `function declaration '${name}' not found in songs.js`);
const openBrace = src.indexOf('{', start);
assert.ok(openBrace !== -1, `opening brace after '${name}' not found`);
let depth = 1;
let i = openBrace + 1;
while (i < src.length && depth > 0) {
const ch = src[i];
if (ch === '{') depth++;
else if (ch === '}') depth--;
i++;
}
assert.ok(depth === 0, `unbalanced braces in function '${name}'`);
return src.slice(start, i);
}
function loadDecFn() {
const src = fs.readFileSync(SONGS_JS, 'utf8');
const fnSrc = extractFunctionSource(src, 'decFn');
const sandbox = {};
vm.createContext(sandbox);
// decodeURIComponent is an intrinsic global in the fresh context.
vm.runInContext(`${fnSrc}\nglobalThis.__decFn = decFn;`, sandbox);
return sandbox.__decFn;
}
const enc = encodeURIComponent; // exactly what playCard passes to playSong
// The on-disk library filenames from the bug report's screenshots, plus a
// subfolder path (encodeURIComponent turns '/' into %2F too).
const CARD_KEYS = [
'Black Me Out.sloppak',
'All In Now.sloppak',
'Dogstar - All In Now.feedpak',
'Subdir/Song (Live).sloppak',
];
test('decFn decodes an encoded event filename back to the raw card key', () => {
const decFn = loadDecFn();
for (const key of CARD_KEYS) {
const eventFilename = enc(key); // how stats:recorded carries it
// Precondition: the encoded form does NOT equal the card key — this is
// exactly why the un-decoded match failed and the badge stayed stale.
assert.notEqual(eventFilename, key, `expected '${key}' to encode to something different`);
// The fix: decoding lands back on the card / state.accuracy key.
assert.equal(decFn(eventFilename), key, `decFn must recover the card key for '${key}'`);
}
});
test('decFn is idempotent for already-decoded filenames (no % present)', () => {
const decFn = loadDecFn();
for (const key of CARD_KEYS) {
assert.equal(decFn(key), key, `decFn must leave the already-decoded '${key}' unchanged`);
}
});
test('decFn leaves a real literal-% filename intact rather than throwing', () => {
const decFn = loadDecFn();
// '%.sloppak' / '100%.sloppak' are malformed percent-escapes —
// decodeURIComponent would throw; decFn must fall back to the original.
for (const name of ['100%.sloppak', 'mix %.feedpak', '%zz.sloppak']) {
assert.equal(decFn(name), name, `decFn must not corrupt/throw on '${name}'`);
}
});
test('decFn coerces non-string / empty input to an empty string', () => {
const decFn = loadDecFn();
assert.equal(decFn(null), '');
assert.equal(decFn(undefined), '');
assert.equal(decFn(''), '');
});
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import sys
from pathlib import Path
sys.path.insert(0, str(Path(__file__).parent.parent.parent.parent / 'plugins' / 'achievements'))
import pytest
from fastapi import FastAPI
from fastapi.testclient import TestClient
import routes as ach_routes
@pytest.fixture(autouse=True)
def _no_live_drain():
# routes now defaults the wall URL to the live onrender service, so setup()
# would auto-start the drain thread. Disable it for every test so no test
# ever POSTs to production; the drain logic is exercised via _drain_once()
# with an injected poster instead.
ach_routes._WALL_URL = ""
ach_routes._drain_started = False
yield
@pytest.fixture
def client(tmp_path):
app = FastAPI()
ach_routes.setup(app, {"config_dir": str(tmp_path)})
return TestClient(app)
@@ -0,0 +1,85 @@
"""Data-minimization contract + opt-in gating (binding).
The outbound wall payload must be EXACTLY {display_name, player_hash,
achievement_id, unlocked_at}; competency unlocks must never enqueue; and nothing
enqueues unless the user opted in AND has a profile identity.
"""
import json
import sqlite3
from pathlib import Path
import pytest
from fastapi import FastAPI
from fastapi.testclient import TestClient
import engine
import routes as ach_routes
class _FakeMetaDB:
def __init__(self, name="Ada", phash="deadbeefcafe"):
self._p = {"display_name": name, "player_hash": phash}
def get_profile(self):
return dict(self._p)
def _make_client(tmp_path, *, opted_in, meta_db=None):
if opted_in:
(tmp_path / "config.json").write_text(json.dumps({"achievements_enabled": True}))
app = FastAPI()
ach_routes.setup(app, {"config_dir": str(tmp_path), "meta_db": meta_db})
return TestClient(app)
def _queue_rows(tmp_path):
db = sqlite3.connect(str(tmp_path / "achievements" / "achievements.db"))
try:
return [
{"kind": k, "payload": p, "state": s}
for (k, p, s) in db.execute("SELECT kind, payload, state FROM sync_queue")
]
finally:
db.close()
# ── The pure serializer is the only gate ─────────────────────────────────────
def test_serializer_keyset_is_exactly_four():
payload = engine.build_wall_payload("Ada", "hash", "notes_total", "2026-06-24T00:00:00Z")
assert set(payload.keys()) == set(engine.WALL_PAYLOAD_KEYS)
assert len(payload) == 4 # go red if a fifth field is ever added
# ── End-to-end enqueue gating ────────────────────────────────────────────────
def test_opted_out_never_enqueues(tmp_path):
client = _make_client(tmp_path, opted_in=False, meta_db=_FakeMetaDB())
res = client.post("/api/plugins/achievements/activity", json={"notes": 100000}).json()
assert "notes_total" in [u["id"] for u in res["unlocked"]] # feat did unlock
assert _queue_rows(tmp_path) == [] # but nothing queued
def test_opted_in_enqueues_exactly_one_four_field_payload(tmp_path):
client = _make_client(tmp_path, opted_in=True, meta_db=_FakeMetaDB())
client.post("/api/plugins/achievements/activity", json={"notes": 100000})
rows = [r for r in _queue_rows(tmp_path) if r["kind"] == "unlock"]
assert len(rows) == 1
payload = json.loads(rows[0]["payload"])
assert set(payload.keys()) == set(engine.WALL_PAYLOAD_KEYS)
assert payload["achievement_id"] == "notes_total"
assert payload["display_name"] == "Ada"
def test_opted_in_without_identity_does_not_enqueue(tmp_path):
client = _make_client(tmp_path, opted_in=True, meta_db=None)
client.post("/api/plugins/achievements/activity", json={"notes": 100000})
assert [r for r in _queue_rows(tmp_path) if r["kind"] == "unlock"] == []
def test_competency_never_enqueues_even_opted_in(tmp_path):
client = _make_client(tmp_path, opted_in=True, meta_db=_FakeMetaDB())
client.post("/api/plugins/achievements/report-unlock", json={
"id": "ascendant", "kind": "achievement", "category": "global", "tier": 1})
assert [r for r in _queue_rows(tmp_path) if r["kind"] == "unlock"] == []
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"""Pure-helper unit tests for the achievements engine (no IO, P-V)."""
import engine
class TestTierIndexFor:
def test_below_first_tier(self):
assert engine.tier_index_for([100000, 1000000], 50000) == -1
def test_exact_threshold(self):
assert engine.tier_index_for([100000, 1000000], 100000) == 0
def test_highest_reached(self):
assert engine.tier_index_for([100000, 1000000, 10000000], 2000000) == 1
def test_all_tiers(self):
assert engine.tier_index_for([100, 500], 9999) == 1
def test_empty_tiers(self):
assert engine.tier_index_for([], 10) == -1
class TestApplyActivity:
def test_cumulative_adds(self):
c = engine.apply_activity({}, {"notes": 10, "song_done": 1, "seconds": 30})
assert c["notes_total"] == 10
assert c["songs_done"] == 1
assert c["time_total_seconds"] == 30
c = engine.apply_activity(c, {"notes": 5, "song_done": 1, "seconds": 20})
assert c["notes_total"] == 15
assert c["songs_done"] == 2
assert c["time_total_seconds"] == 50
def test_max_counters_take_maximum(self):
c = engine.apply_activity({}, {"session_notes": 100, "in_song_streak": 40})
c = engine.apply_activity(c, {"session_notes": 60, "in_song_streak": 90})
assert c["notes_session_max"] == 100
assert c["streak_insong_max"] == 90
def test_chart_encore_only_when_present(self):
c = engine.apply_activity({}, {"notes": 1})
assert "chart_encore_max" not in c
c = engine.apply_activity(c, {"chart_play_count": 7})
assert c["chart_encore_max"] == 7
def test_is_pure(self):
before = {"notes_total": 5}
engine.apply_activity(before, {"notes": 100})
assert before == {"notes_total": 5} # input unmutated
class TestEvaluateFeats:
FEATS = [
{"id": "notes_total", "counter": "notes_total", "tiers": [100000, 1000000]},
{"id": "songs_done", "counter": "songs_done", "tiers": [1000, 5000]},
{"id": "secret_combo", "counter": None, "tiers": []},
]
def test_unmet_omitted(self):
assert engine.evaluate_feats(self.FEATS, {"notes_total": 50000}) == {}
def test_met_tier(self):
out = engine.evaluate_feats(self.FEATS, {"notes_total": 2000000, "songs_done": 1200})
assert out == {"notes_total": 1, "songs_done": 0}
def test_no_counter_feat_never_auto_unlocks(self):
out = engine.evaluate_feats(self.FEATS, {"notes_total": 99999999})
assert "secret_combo" not in out
class TestDiffUnlocks:
def test_first_unlock(self):
assert engine.diff_unlocks({}, {"a": 0}) == ["a"]
def test_tier_advance(self):
assert engine.diff_unlocks({"a": 0}, {"a": 1}) == ["a"]
def test_no_change(self):
assert engine.diff_unlocks({"a": 1}, {"a": 1}) == []
class TestConsecutiveRun:
def test_seven_consecutive(self):
dates = ["2026-06-0%d" % d for d in range(1, 8)]
assert engine.consecutive_run_length(dates) == 7
def test_break_resets(self):
assert engine.consecutive_run_length(["2026-06-01", "2026-06-02", "2026-06-05"]) == 2
def test_dedup_and_unsorted(self):
assert engine.consecutive_run_length(["2026-06-03", "2026-06-01", "2026-06-02", "2026-06-02"]) == 3
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"""HTTP-level tests for the achievements engine, incl. the integration law."""
def test_catalog_ships_baseline(client):
data = client.get("/api/plugins/achievements/catalog").json()
assert "baseline" in data
ids = [d["id"] for d in data["baseline"].get("global", [])]
assert "first_steps" in ids and "ascendant" in ids
def test_activity_unlocks_feat_and_appears_on_shelf(client):
# 100k notes in one shot crosses notes_total tier 0 (Note Hunter).
res = client.post("/api/plugins/achievements/activity", json={"notes": 100000}).json()
assert res["ok"] is True
unlocked_ids = [u["id"] for u in res["unlocked"]]
assert "notes_total" in unlocked_ids
# And it shows on the Feats shelf.
feats = client.get("/api/plugins/achievements/feats").json()["feats"]
assert any(f["id"] == "notes_total" for f in feats)
def test_activity_below_threshold_unlocks_nothing(client):
res = client.post("/api/plugins/achievements/activity", json={"notes": 50000}).json()
assert res["unlocked"] == []
assert client.get("/api/plugins/achievements/feats").json()["feats"] == []
def test_integration_law_competency_never_on_feat_shelf(client):
# A competency unlock reported by a source must NEVER appear among Feats.
client.post("/api/plugins/achievements/report-unlock", json={
"id": "tempo_push", "kind": "achievement", "category": "guitar", "sourceId": "virtuoso"})
feats = client.get("/api/plugins/achievements/feats").json()["feats"]
assert all(f["id"] != "tempo_push" for f in feats)
# But it is earned (competency class).
earned = client.get("/api/plugins/achievements/earned").json()["earned"]
rec = [e for e in earned if e["id"] == "tempo_push"]
assert rec and rec[0]["cls"] == "competency"
def test_report_unlock_is_idempotent_and_tier_monotonic(client):
body = {"id": "ascendant", "kind": "achievement", "category": "global", "tier": 1}
first = client.post("/api/plugins/achievements/report-unlock", json=body).json()
assert first["changed"] is True
# Same tier again → no change.
again = client.post("/api/plugins/achievements/report-unlock", json=body).json()
assert again["changed"] is False
# Lower tier → still no change (monotonic).
lower = client.post("/api/plugins/achievements/report-unlock",
json={**body, "tier": 0}).json()
assert lower["changed"] is False
# Higher tier → advances.
higher = client.post("/api/plugins/achievements/report-unlock",
json={**body, "tier": 2}).json()
assert higher["changed"] is True
def test_witching_feat_unlocks_on_seventh_consecutive_night(client):
# Regression: the derived witching_nights_run counter must NOT be pre-written
# before the prev snapshot, or diff_unlocks never sees the fresh unlock.
unlocked_ever = []
for day in range(1, 8):
res = client.post("/api/plugins/achievements/activity",
json={"night_session": True, "night_date": "2026-06-%02d" % day}).json()
unlocked_ever += [u["id"] for u in res["unlocked"]]
assert "secret_witching" in unlocked_ever, "witching feat never reported as unlocked"
feats = [f["id"] for f in client.get("/api/plugins/achievements/feats").json()["feats"]]
assert "secret_witching" in feats
def test_witching_not_unlocked_before_seven(client):
for day in range(1, 7): # only 6 nights
client.post("/api/plugins/achievements/activity",
json={"night_session": True, "night_date": "2026-06-%02d" % day})
feats = [f["id"] for f in client.get("/api/plugins/achievements/feats").json()["feats"]]
assert "secret_witching" not in feats
def test_chart_key_is_stable_not_builtin_hash(client):
import hashlib
import routes
# Deterministic across processes (sha1-based), unlike the salted builtin hash().
assert routes._chart_key("song.sloppak") == "chart_plays:" + hashlib.sha1(b"song.sloppak").hexdigest()[:16]
assert routes._chart_key("a") != routes._chart_key("b")
def test_report_criterion_counts_distinct(client):
url = "/api/plugins/achievements/report-criterion"
assert client.post(url, json={"criterion_id": "x", "token": "a"}).json()["count"] == 1
assert client.post(url, json={"criterion_id": "x", "token": "a"}).json()["count"] == 1 # dup
assert client.post(url, json={"criterion_id": "x", "token": "b"}).json()["count"] == 2
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"""Wall-sync drain worker — dead-letter state machine (never drop)."""
import json
import sqlite3
import pytest
from fastapi import FastAPI
from fastapi.testclient import TestClient
import engine
import routes as ach_routes
# ── Pure decision table ──────────────────────────────────────────────────────
@pytest.mark.parametrize("status,expected", [
(200, "ack"), (201, "ack"),
(None, "retry"), # network error
(429, "retry"), # backoff
(500, "retry"), (503, "retry"), # transient server-side
(400, "dead"), (404, "dead"), (422, "dead"), # client 4xx → dead-letter
])
def test_drain_decision(status, expected):
assert engine.drain_decision(status) == expected
# ── Worker over a seeded queue ───────────────────────────────────────────────
class _FakeMetaDB:
def get_profile(self):
return {"display_name": "Ada", "player_hash": "deadbeefcafe"}
@pytest.fixture
def opted_in_client(tmp_path):
(tmp_path / "config.json").write_text(json.dumps({"achievements_enabled": True}))
app = FastAPI()
ach_routes.setup(app, {"config_dir": str(tmp_path), "meta_db": _FakeMetaDB()})
c = TestClient(app)
c._tmp = tmp_path
return c
def _queue(tmp_path):
db = sqlite3.connect(str(tmp_path / "achievements" / "achievements.db"))
try:
return [(i, k, s) for (i, k, s) in db.execute("SELECT id, kind, state FROM sync_queue")]
finally:
db.close()
def test_ack_deletes_row(opted_in_client):
opted_in_client.post("/api/plugins/achievements/activity", json={"notes": 100000})
assert len(_queue(opted_in_client._tmp)) == 1
ach_routes._drain_once(post_fn=lambda kind, payload: 200)
assert _queue(opted_in_client._tmp) == [] # acked → gone
def test_network_error_keeps_pending(opted_in_client):
opted_in_client.post("/api/plugins/achievements/activity", json={"notes": 100000})
ach_routes._drain_once(post_fn=lambda kind, payload: None)
rows = _queue(opted_in_client._tmp)
assert len(rows) == 1 and rows[0][2] == "pending" # retained for retry
def test_4xx_dead_letters_but_retains(opted_in_client):
opted_in_client.post("/api/plugins/achievements/activity", json={"notes": 100000})
ach_routes._drain_once(post_fn=lambda kind, payload: 400)
rows = _queue(opted_in_client._tmp)
assert len(rows) == 1 and rows[0][2] == "dead_letter" # diagnosable, not dropped
def test_drain_sends_exact_four_field_payload(opted_in_client):
opted_in_client.post("/api/plugins/achievements/activity", json={"notes": 100000})
captured = {}
def fake_post(kind, payload):
captured["kind"] = kind
captured["payload"] = payload
return 200
ach_routes._drain_once(post_fn=fake_post)
assert captured["kind"] == "unlock"
assert set(captured["payload"].keys()) == set(engine.WALL_PAYLOAD_KEYS)
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"""Tests for the folder_library plugin backend.
Covers the pure path-safety helpers and end-to-end behaviour of the two
filesystem-mutating endpoints whose bugs this guards against:
* /song/move must reject path traversal in `filename` (no escaping DLC_DIR).
* /folder/delete must relocate EVERY song to the root, never destroy a song
whose name collides with an existing root song.
The plugin's routes.py is loaded under a unique module name via importlib so it
does not collide in sys.modules with other bundled plugins' routes.py.
"""
import importlib.util
import logging
from pathlib import Path
import pytest
from fastapi import FastAPI
from fastapi.testclient import TestClient
_ROUTES_PATH = (
Path(__file__).resolve().parents[3]
/ "plugins" / "folder_library" / "routes.py"
)
_spec = importlib.util.spec_from_file_location("folder_library_routes", _ROUTES_PATH)
fl = importlib.util.module_from_spec(_spec)
_spec.loader.exec_module(fl)
# ── Pure helpers ────────────────────────────────────────────────────────────
class TestSafeName:
@pytest.mark.parametrize("name", ["Rock", "Folder 1", "A-B_C", "über", "AC.DC"])
def test_accepts_ordinary_names(self, name):
assert fl._safe_name(name) is True
@pytest.mark.parametrize("name", [
"", "..", ".", "../x", "a/b", "a\\b", "a:b", "a*b", "a?b",
'a"b', "a<b", "a>b", "a|b", " lead", "lead ",
])
def test_rejects_unsafe_names(self, name):
assert fl._safe_name(name) is False
class TestSafePath:
@pytest.mark.parametrize("path", ["A", "A/B", "A/B/C", "Rock/Sub Folder"])
def test_accepts_safe_paths(self, path):
assert fl._safe_path(path) is True
@pytest.mark.parametrize("path", [
"", "..", "../x", "A/../B", "A/..", "/A", "A//B", "A/b\\c",
])
def test_rejects_traversal_and_empty(self, path):
assert fl._safe_path(path) is False
class TestIsWithin:
def test_inside(self, tmp_path):
assert fl._is_within(tmp_path, tmp_path / "a" / "b") is True
def test_traversal_escapes(self, tmp_path):
root = tmp_path / "dlc"
root.mkdir()
assert fl._is_within(root, root / ".." / "secret") is False
def test_sibling_prefix_not_within(self, tmp_path):
root = tmp_path / "dlc"
root.mkdir()
(tmp_path / "dlc-evil").mkdir()
assert fl._is_within(root, tmp_path / "dlc-evil" / "x") is False
class TestIsSong:
@pytest.mark.parametrize("name", ["a.sloppak", "a.feedpak", "A.SLOPPAK"])
def test_song_extensions(self, name, tmp_path):
assert fl._is_song(tmp_path / name) is True
@pytest.mark.parametrize("name", ["a.txt", "a", "a.zip"])
def test_non_song(self, name, tmp_path):
assert fl._is_song(tmp_path / name) is False
# ── Endpoint behaviour ──────────────────────────────────────────────────────
@pytest.fixture
def env(tmp_path):
dlc = tmp_path / "dlc"
dlc.mkdir()
app = FastAPI()
fl.setup(app, {
"log": logging.getLogger("folder_library_test"),
"get_dlc_dir": lambda: str(dlc),
"extract_meta": lambda p: {},
})
return TestClient(app), dlc, tmp_path
def _song(path: Path, content: str):
path.write_text(content)
def _loose_song(folder: Path):
"""Minimal valid loose-folder song: audio + an arrangement XML (<song> root)."""
folder.mkdir(parents=True, exist_ok=True)
(folder / "audio.wem").write_bytes(b"\x00")
(folder / "lead.xml").write_text("<song><title>Loose</title></song>")
class TestLooseFolderRecognition:
def test_is_song_detects_loose_folder_dir(self, tmp_path):
loose = tmp_path / "MyLoose"
_loose_song(loose)
assert fl._is_song(loose) is True
def test_plain_folder_is_not_a_song(self, tmp_path):
plain = tmp_path / "Plain"
plain.mkdir()
(plain / "notes.txt").write_text("x")
assert fl._is_song(plain) is False
def test_loose_folder_surfaces_as_song_not_child_folder(self, env):
client, dlc, _ = env
_loose_song(dlc / "Rock" / "LooseSong")
r = client.get("/api/plugins/folder_library/tree")
assert r.status_code == 200, r.text
rock = next(f for f in r.json()["folders"] if f["name"] == "Rock")
assert "LooseSong" in {s["title"] for s in rock["songs"]}
assert "LooseSong" not in {c["name"] for c in rock["children"]}
class TestMoveTraversal:
def test_rejects_parent_traversal_and_does_not_move(self, env):
client, dlc, tmp = env
secret = tmp / "secret.sloppak"
_song(secret, "TOP SECRET")
r = client.post("/api/plugins/folder_library/song/move",
json={"filename": "../secret.sloppak", "folder": ""})
assert r.status_code == 400
# The external file must NOT have been moved into the served library.
assert secret.exists()
assert not (dlc / "secret.sloppak").exists()
def test_rejects_absolute_style_traversal(self, env):
client, dlc, tmp = env
r = client.post("/api/plugins/folder_library/song/move",
json={"filename": "../../etc/passwd", "folder": ""})
assert r.status_code == 400
def test_valid_move_succeeds(self, env):
client, dlc, _ = env
_song(dlc / "A.sloppak", "a")
(dlc / "Dest").mkdir()
r = client.post("/api/plugins/folder_library/song/move",
json={"filename": "A.sloppak", "folder": "Dest"})
assert r.status_code == 200
assert not (dlc / "A.sloppak").exists()
assert (dlc / "Dest" / "A.sloppak").read_text() == "a"
class TestDeleteFolderNoDataLoss:
def test_colliding_song_is_relocated_not_destroyed(self, env):
client, dlc, _ = env
# A root song and a same-named song inside the folder being deleted.
_song(dlc / "song.sloppak", "ROOT")
(dlc / "F").mkdir()
_song(dlc / "F" / "song.sloppak", "INSIDE")
r = client.post("/api/plugins/folder_library/folder/delete",
json={"name": "F"})
assert r.status_code == 200, r.text
# Folder gone, original root song intact, and the colliding song
# survived under a de-duplicated name (NOT destroyed by rmtree).
assert not (dlc / "F").exists()
assert (dlc / "song.sloppak").read_text() == "ROOT"
survivors = {p.read_text() for p in dlc.glob("*.sloppak")}
assert "INSIDE" in survivors
assert len(list(dlc.glob("*.sloppak"))) == 2
def test_nested_songs_all_relocated(self, env):
client, dlc, _ = env
(dlc / "F" / "Sub").mkdir(parents=True)
_song(dlc / "F" / "a.sloppak", "a")
_song(dlc / "F" / "Sub" / "b.sloppak", "b")
r = client.post("/api/plugins/folder_library/folder/delete",
json={"name": "F"})
assert r.status_code == 200, r.text
assert not (dlc / "F").exists()
names = {p.name for p in dlc.glob("*.sloppak")}
assert names == {"a.sloppak", "b.sloppak"}
class TestFolderOpsValidation:
def test_create_rejects_unsafe_name(self, env):
client, _, _ = env
r = client.post("/api/plugins/folder_library/folder/create",
json={"name": "../evil"})
assert r.status_code == 400
def test_create_and_rename_roundtrip(self, env):
client, dlc, _ = env
assert client.post("/api/plugins/folder_library/folder/create",
json={"name": "New"}).status_code == 200
assert (dlc / "New").is_dir()
assert client.post("/api/plugins/folder_library/folder/rename",
json={"old": "New", "new": "Renamed"}).status_code == 200
assert (dlc / "Renamed").is_dir()
assert not (dlc / "New").exists()
+234
View File
@@ -925,3 +925,237 @@ def test_convert_file_gp8_no_diagram_leaves_template_blank(tmp_path, monkeypatch
assert [ct.get(f"finger{i}") for i in range(6)] == ["-1"] * 6
# Fret pattern itself is unchanged (the join key still works).
assert ct.get("fret0") == "3" and ct.get("fret1") == "2"
# ── GP import correctness fixes (tester-reported) ───────────────────────────
# Two guitar tracks, Rhythm listed BEFORE Lead. The importer used to name
# arrangements purely by appearance order (first guitar -> "Lead"), which
# swapped the roles for any file that lists Rhythm first.
_GPIF_RHYTHM_BEFORE_LEAD = """
<GPIF>
<Score><Title>T</Title><Artist>A</Artist></Score>
<Tracks>
<Track id="0"><Name>Rhythm Guitar</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
<Track id="1"><Name>Lead Guitar</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
</Tracks>
<MasterBars><MasterBar><Time>4/4</Time><Bars>0 1</Bars></MasterBar></MasterBars>
<Bars>
<Bar id="0"><Voices>0</Voices></Bar>
<Bar id="1"><Voices>1</Voices></Bar>
</Bars>
<Voices>
<Voice id="0"><Beats>0</Beats></Voice>
<Voice id="1"><Beats>1</Beats></Voice>
</Voices>
<Beats>
<Beat id="0"><Rhythm ref="r0"/><Notes>0</Notes></Beat>
<Beat id="1"><Rhythm ref="r0"/><Notes>1</Notes></Beat>
</Beats>
<Notes>
<Note id="0"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
<Note id="1"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
</Notes>
<Rhythms><Rhythm id="r0"><NoteValue>Quarter</NoteValue></Rhythm></Rhythms>
</GPIF>
"""
def test_convert_file_guitar_roles_follow_gp_name_not_order(tmp_path, monkeypatch):
# Editor path: track_indices but no arrangement_names → convert_file's
# fallback naming. The Rhythm track (listed first) must stay "Rhythm" and
# the Lead track "Lead" — not be swapped by appearance order.
monkeypatch.setattr(gp2rs_gpx, "_load_gpif",
lambda _p: ET.fromstring(_GPIF_RHYTHM_BEFORE_LEAD))
out_files = convert_file("dummy.gp", str(tmp_path), track_indices=[0, 1])
names = [ET.parse(f).getroot().findtext("arrangement") for f in out_files]
assert names == ["Rhythm", "Lead"]
def _gpif_bass(pitches: str) -> str:
return f"""
<GPIF>
<Score><Title>T</Title><Artist>A</Artist></Score>
<Tracks>
<Track id="0"><Name>Bass</Name>
<Property name="Tuning"><Pitches>{pitches}</Pitches></Property></Track>
</Tracks>
<MasterBars><MasterBar><Time>4/4</Time><Bars>0</Bars></MasterBar></MasterBars>
<Bars><Bar id="0"><Voices>0</Voices></Bar></Bars>
<Voices><Voice id="0"><Beats>0</Beats></Voice></Voices>
<Beats><Beat id="0"><Rhythm ref="r0"/><Notes>0</Notes></Beat></Beats>
<Notes>
<Note id="0"><Property name="String"><String>0</String></Property>
<Property name="Fret"><Fret>0</Fret></Property></Note>
</Notes>
<Rhythms><Rhythm id="r0"><NoteValue>Quarter</NoteValue></Rhythm></Rhythms>
</GPIF>
"""
@pytest.mark.parametrize("pitches,expected", [
("28 33 38 43", 4), # 4-string E-A-D-G
("23 28 33 38 43", 5), # 5-string low-B
])
def test_convert_file_bass_string_count_round_trips(tmp_path, monkeypatch, pitches, expected):
# The <tuning> element pads to 6 slots (RS2014 schema), which erased the
# 4-vs-5-string distinction. The serializer now records the real count in
# `stringCount`; parse_arrangement trims to it so a 5-string bass reports 5
# (was 4 → it rendered/played on 4 strings).
from song import parse_arrangement, arrangement_string_count
monkeypatch.setattr(gp2rs_gpx, "_load_gpif",
lambda _p: ET.fromstring(_gpif_bass(pitches)))
out_files = convert_file("dummy.gp", str(tmp_path), track_indices=[0])
root = ET.parse(out_files[0]).getroot()
assert root.find("tuning").get("stringCount") == str(expected)
arr = parse_arrangement(out_files[0])
assert len(arr.tuning) == expected
assert arrangement_string_count(arr) == expected
# A track with one normal note and one tie-DESTINATION note. The tie is folded
# into the previous note's sustain, so it is not a separate RS note; the
# importer's preview count must exclude it (matches the imported result).
_GPIF_WITH_TIE = """
<GPIF>
<Score><Title>T</Title><Artist>A</Artist></Score>
<Tracks>
<Track id="0"><Name>Lead</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
</Tracks>
<MasterBars><MasterBar><Time>4/4</Time><Bars>0</Bars></MasterBar></MasterBars>
<Bars><Bar id="0"><Voices>0</Voices></Bar></Bars>
<Voices><Voice id="0"><Beats>0 1</Beats></Voice></Voices>
<Beats>
<Beat id="0"><Rhythm ref="r0"/><Notes>0</Notes></Beat>
<Beat id="1"><Rhythm ref="r0"/><Notes>1</Notes></Beat>
</Beats>
<Notes>
<Note id="0"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>3</Fret></Property></Note>
<Note id="1"><Tie destination="true"/><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>3</Fret></Property></Note>
</Notes>
<Rhythms><Rhythm id="r0"><NoteValue>Quarter</NoteValue></Rhythm></Rhythms>
</GPIF>
"""
def test_list_tracks_note_count_excludes_tie_continuations(monkeypatch):
monkeypatch.setattr(gp2rs_gpx, "_load_gpif",
lambda _p: ET.fromstring(_GPIF_WITH_TIE))
tracks = gp2rs_gpx.list_tracks("dummy.gp")
# 2 raw notes, 1 of them a tie destination → 1 importable note.
assert tracks[0]["notes"] == 1
# A hinted "Lead Guitar" followed by an UNHINTED guitar: the unhinted one must
# advance to the next canonical role ("Rhythm"), not collide into "Lead 2".
_GPIF_LEAD_THEN_UNHINTED = """
<GPIF>
<Score><Title>T</Title><Artist>A</Artist></Score>
<Tracks>
<Track id="0"><Name>Lead Guitar</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
<Track id="1"><Name>Guitar 2</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
</Tracks>
<MasterBars><MasterBar><Time>4/4</Time><Bars>0 1</Bars></MasterBar></MasterBars>
<Bars>
<Bar id="0"><Voices>0</Voices></Bar>
<Bar id="1"><Voices>1</Voices></Bar>
</Bars>
<Voices>
<Voice id="0"><Beats>0</Beats></Voice>
<Voice id="1"><Beats>1</Beats></Voice>
</Voices>
<Beats>
<Beat id="0"><Rhythm ref="r0"/><Notes>0</Notes></Beat>
<Beat id="1"><Rhythm ref="r0"/><Notes>1</Notes></Beat>
</Beats>
<Notes>
<Note id="0"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
<Note id="1"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
</Notes>
<Rhythms><Rhythm id="r0"><NoteValue>Quarter</NoteValue></Rhythm></Rhythms>
</GPIF>
"""
def test_convert_file_unhinted_guitar_takes_next_canonical_role(tmp_path, monkeypatch):
# Mix of hinted + unhinted guitars spreads across Lead → Rhythm, not Lead/Lead 2.
monkeypatch.setattr(gp2rs_gpx, "_load_gpif",
lambda _p: ET.fromstring(_GPIF_LEAD_THEN_UNHINTED))
out_files = convert_file("dummy.gp", str(tmp_path), track_indices=[0, 1])
names = [ET.parse(f).getroot().findtext("arrangement") for f in out_files]
assert names == ["Lead", "Rhythm"]
def test_auto_select_gpx_unhinted_guitar_takes_next_canonical_role():
# _auto_select_gpx path (auto-select-all): same spread rule.
root = ET.fromstring(_GPIF_LEAD_THEN_UNHINTED)
tracks = gp2rs_gpx._gpif_tracks(root)
_indices, names = gp2rs_gpx._auto_select_gpx(tracks)
assert sorted(names.values()) == ["Lead", "Rhythm"]
# Codex scenario: unhinted guitar BEFORE a later hinted "Rhythm Guitar". The
# real rhythm track must still get the canonical "Rhythm" (two-pass reserves
# hinted roles first); the unhinted one takes the leftover canonical role.
_GPIF_UNHINTED_BEFORE_RHYTHM = """
<GPIF>
<Score><Title>T</Title><Artist>A</Artist></Score>
<Tracks>
<Track id="0"><Name>Lead Guitar</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
<Track id="1"><Name>Guitar 2</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
<Track id="2"><Name>Rhythm Guitar</Name>
<Property name="Tuning"><Pitches>40 45 50 55 59 64</Pitches></Property></Track>
</Tracks>
<MasterBars><MasterBar><Time>4/4</Time><Bars>0 1 2</Bars></MasterBar></MasterBars>
<Bars>
<Bar id="0"><Voices>0</Voices></Bar>
<Bar id="1"><Voices>1</Voices></Bar>
<Bar id="2"><Voices>2</Voices></Bar>
</Bars>
<Voices>
<Voice id="0"><Beats>0</Beats></Voice>
<Voice id="1"><Beats>1</Beats></Voice>
<Voice id="2"><Beats>2</Beats></Voice>
</Voices>
<Beats>
<Beat id="0"><Rhythm ref="r0"/><Notes>0</Notes></Beat>
<Beat id="1"><Rhythm ref="r0"/><Notes>1</Notes></Beat>
<Beat id="2"><Rhythm ref="r0"/><Notes>2</Notes></Beat>
</Beats>
<Notes>
<Note id="0"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
<Note id="1"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
<Note id="2"><Property name="String"><String>0</String></Property><Property name="Fret"><Fret>0</Fret></Property></Note>
</Notes>
<Rhythms><Rhythm id="r0"><NoteValue>Quarter</NoteValue></Rhythm></Rhythms>
</GPIF>
"""
def test_convert_file_unhinted_does_not_steal_later_rhythm(tmp_path, monkeypatch):
monkeypatch.setattr(gp2rs_gpx, "_load_gpif",
lambda _p: ET.fromstring(_GPIF_UNHINTED_BEFORE_RHYTHM))
out_files = convert_file("dummy.gp", str(tmp_path), track_indices=[0, 1, 2])
names = [ET.parse(f).getroot().findtext("arrangement") for f in out_files]
# Hinted roles reserved first → real Rhythm keeps canonical "Rhythm";
# the unhinted middle track takes the leftover canonical role.
assert names[0] == "Lead"
assert names[2] == "Rhythm"
assert names[1] == "Combo"
assert "Rhythm 2" not in names and "Lead 2" not in names
def test_auto_select_gpx_unhinted_does_not_steal_later_rhythm():
root = ET.fromstring(_GPIF_UNHINTED_BEFORE_RHYTHM)
tracks = gp2rs_gpx._gpif_tracks(root)
indices, names = gp2rs_gpx._auto_select_gpx(tracks)
assert names[indices[0]] == "Lead"
assert names[indices[2]] == "Rhythm"
assert names[indices[1]] == "Combo"
+64
View File
@@ -106,3 +106,67 @@ def test_playlist_hides_dead_songs_when_library_populated(client, server):
names = [s["filename"] for s in pl["songs"]]
assert "live.archive" in names and "ghost.archive" not in names
assert [p for p in client.get("/api/playlists").json() if p["id"] == pid][0]["count"] == 1
# ── Playlist covers (content-dependent art + custom upload) ──────────────────
def _png_b64():
"""A tiny base64 PNG with the data-URL prefix, like the browser sends."""
import base64
import io
from PIL import Image
buf = io.BytesIO()
Image.new("RGB", (4, 4), (200, 30, 60)).save(buf, "PNG")
return "data:image/png;base64," + base64.b64encode(buf.getvalue()).decode()
def test_list_includes_song_art_urls_for_content_cover(client, server):
for fn in ("x.archive", "y.archive"):
server.meta_db.put(fn, 0, 0, {})
pid = client.post("/api/playlists", json={"name": "Arts"}).json()["id"]
client.post(f"/api/playlists/{pid}/songs", json={"filename": "x.archive"})
client.post(f"/api/playlists/{pid}/songs", json={"filename": "y.archive"})
pl = [p for p in client.get("/api/playlists").json() if p["id"] == pid][0]
assert pl["art_urls"] == ["/api/song/x.archive/art", "/api/song/y.archive/art"]
assert pl["cover_url"] is None # no custom cover yet
def test_custom_cover_roundtrip(client):
pid = client.post("/api/playlists", json={"name": "Cover"}).json()["id"]
r = client.post(f"/api/playlists/{pid}/cover", json={"image": _png_b64()})
assert r.status_code == 200 and r.json()["ok"] is True
assert r.json()["cover_url"].startswith(f"/api/playlists/{pid}/cover")
# list + detail both report it
assert [p for p in client.get("/api/playlists").json() if p["id"] == pid][0]["cover_url"]
assert client.get(f"/api/playlists/{pid}").json()["cover_url"]
# served as a real PNG
img = client.get(f"/api/playlists/{pid}/cover")
assert img.status_code == 200 and img.headers["content-type"] == "image/png"
assert img.content[:8] == b"\x89PNG\r\n\x1a\n"
# removed
assert client.delete(f"/api/playlists/{pid}/cover").json() == {"ok": True}
assert client.get(f"/api/playlists/{pid}/cover").status_code == 404
assert client.get(f"/api/playlists/{pid}").json()["cover_url"] is None
def test_cover_rejects_non_image(client):
pid = client.post("/api/playlists", json={"name": "Bad"}).json()["id"]
assert client.post(f"/api/playlists/{pid}/cover",
json={"image": "data:text/plain;base64,bm90IGFuIGltYWdl"}).status_code == 400
assert client.post(f"/api/playlists/{pid}/cover", json={"image": ""}).status_code == 400
def test_cover_rejects_non_string_image_with_400_not_500(client):
# A non-string `image` (number / null / object) must be a clean 400, not a
# 500 from `"," in <non-str>` raising TypeError before the type check.
pid = client.post("/api/playlists", json={"name": "Typed"}).json()["id"]
for bad in (123, None, {"x": 1}, ["a"]):
assert client.post(f"/api/playlists/{pid}/cover", json={"image": bad}).status_code == 400
def test_deleting_playlist_removes_custom_cover(client, server):
pid = client.post("/api/playlists", json={"name": "Doomed"}).json()["id"]
client.post(f"/api/playlists/{pid}/cover", json={"image": _png_b64()})
assert server._playlist_cover_path(pid).exists()
client.delete(f"/api/playlists/{pid}")
assert not server._playlist_cover_path(pid).exists()
+61
View File
@@ -4006,3 +4006,64 @@ def test_loader_honors_persisted_disable_without_memory_flip(tmp_path, reset_plu
assert not (config_dir / "z_marker").exists()
assert plugins.PENDING_PLUGINS["z_target"]["status"] == "disabled"
assert plugins.PENDING_PLUGINS["z_target"]["enabled"] is False
def test_settings_category_parsed_from_manifest(tmp_path, reset_plugin_state):
"""A plugin manifest's settings.category is parsed into settings_category
on the loaded entry (drives the v3 settings-tab placement). Absent or a
bare-string `settings` value yields None the frontend's fallback tab."""
plugins = reset_plugin_state
def _write(pid, settings_value):
d = tmp_path / pid
d.mkdir()
(d / "plugin.json").write_text(json.dumps({
"id": pid, "name": pid, "routes": "routes.py", "settings": settings_value,
}))
(d / "routes.py").write_text("def setup(app, ctx):\n pass\n")
_write("graphy", {"html": "settings.html", "category": "graphics"})
_write("plainset", {"html": "settings.html"}) # dict, no category
_write("noset", None) # no settings at all
_run_load_plugins(plugins, type("FakeApp", (), {})(), tmp_path)
rows = {p["id"]: p for p in plugins.LOADED_PLUGINS}
assert rows["graphy"]["settings_category"] == "graphics"
assert rows["graphy"]["has_settings"] is True
assert rows["plainset"]["settings_category"] is None
assert rows["plainset"]["has_settings"] is True
assert rows["noset"]["settings_category"] is None
assert rows["noset"]["has_settings"] is False
def test_fullscreen_flag_parsed_from_manifest(tmp_path, reset_plugin_state):
"""A plugin manifest's top-level `fullscreen: true` surfaces as the boolean
`fullscreen` on the loaded entry (drives the v3 shell's immersive mode).
Only a strict boolean `true` opts in absent, false, or a truthy non-bool
(e.g. the string "true") all resolve to False so a plugin can't be opted in
by accident."""
plugins = reset_plugin_state
def _write(pid, manifest_extra):
d = tmp_path / pid
d.mkdir()
(d / "plugin.json").write_text(json.dumps({
"id": pid, "name": pid, "routes": "routes.py",
"screen": "screen.html", **manifest_extra,
}))
(d / "routes.py").write_text("def setup(app, ctx):\n pass\n")
(d / "screen.html").write_text("<div></div>")
_write("immersive", {"fullscreen": True})
_write("strflag", {"fullscreen": "true"}) # truthy non-bool → not opted in
_write("falseflag", {"fullscreen": False})
_write("noflag", {}) # field absent
_run_load_plugins(plugins, type("FakeApp", (), {})(), tmp_path)
rows = {p["id"]: p for p in plugins.LOADED_PLUGINS}
assert rows["immersive"]["fullscreen"] is True
assert rows["strflag"]["fullscreen"] is False
assert rows["falseflag"]["fullscreen"] is False
assert rows["noflag"]["fullscreen"] is False
+109 -3
View File
@@ -35,9 +35,11 @@ class _DirectSettingsClient:
return _DirectResponse(self._server.get_settings())
def post(self, path, json):
if path != "/api/settings":
raise ValueError(f"unsupported path: {path}")
return _DirectResponse(self._server.save_settings(json))
if path == "/api/settings":
return _DirectResponse(self._server.save_settings(json))
if path == "/api/settings/reset":
return _DirectResponse(self._server.reset_settings(json))
raise ValueError(f"unsupported path: {path}")
def close(self):
pass
@@ -580,6 +582,22 @@ def test_api_post_settings_null_string_is_noop_via_testclient(api_client, tmp_pa
assert _read_cfg(tmp_path)["master_difficulty"] == 50
def test_achievements_enabled_persists_and_validates(api_client, tmp_path):
"""The achievements-epic opt-in flag round-trips as a boolean and rejects
non-bools at the route level (mirrors countdown_before_song)."""
tc, _server = api_client
r = tc.post("/api/settings", json={"achievements_enabled": True})
assert r.status_code == 200
assert _read_cfg(tmp_path)["achievements_enabled"] is True
bad = tc.post("/api/settings", json={"achievements_enabled": "yes"})
assert bad.status_code == 200 and "error" in bad.json()
def test_achievements_enabled_is_resettable(server_module):
"""The flag is in the resettable allow-list so a Reset clears it to default."""
assert "achievements_enabled" in server_module._RESETTABLE_SETTINGS_KEYS
def test_skip_startup_tasks_drives_startup_to_complete(api_client):
"""With FEEDBACK_SKIP_STARTUP_TASKS set, the startup hook must:
* skip plugin loading and the background scan,
@@ -682,3 +700,91 @@ def test_skip_startup_tasks_clears_stale_plugin_registry(tmp_path, monkeypatch,
if conn is not None:
conn.close()
_restore_loaded_plugins(plugins_snapshot)
# ── v0.3.0 gameplay settings (tabbed settings page) ─────────────────────────
def test_countdown_before_song_persists_bool(client, tmp_path):
r = client.post("/api/settings", json={"countdown_before_song": True})
assert r.status_code == 200
assert _read_cfg(tmp_path)["countdown_before_song"] is True
client.post("/api/settings", json={"countdown_before_song": False})
assert _read_cfg(tmp_path)["countdown_before_song"] is False
@pytest.mark.parametrize("bad_value", [1, 0, "true", "yes", [], {}])
def test_countdown_before_song_rejects_non_bool(client, tmp_path, bad_value):
(tmp_path / "config.json").write_text(json.dumps({"countdown_before_song": True}))
r = client.post("/api/settings", json={"countdown_before_song": bad_value})
assert "error" in r.json()
# Previous value preserved on bad input.
assert _read_cfg(tmp_path)["countdown_before_song"] is True
@pytest.mark.parametrize("key,good,bad", [
("miss_penalty", "high", "extreme"),
("fail_behavior", "restart", "explode"),
])
def test_enum_settings_validate(client, tmp_path, key, good, bad):
r = client.post("/api/settings", json={key: good})
assert r.status_code == 200
assert _read_cfg(tmp_path)[key] == good
# Bad enum value is rejected and doesn't clobber the persisted good one.
r = client.post("/api/settings", json={key: bad})
assert "error" in r.json()
assert _read_cfg(tmp_path)[key] == good
def test_defaults_include_gameplay_keys(client, tmp_path):
# Fresh install (no config.json) — GET should expose the new keys at their
# neutral defaults so the frontend hydrates predictably.
data = client.get("/api/settings").json()
assert data["countdown_before_song"] is False
assert data["miss_penalty"] == "none"
assert data["fail_behavior"] == "continue"
# ── /api/settings/reset ─────────────────────────────────────────────────────
def test_reset_clears_requested_keys(client, tmp_path):
(tmp_path / "config.json").write_text(json.dumps({
"master_difficulty": 40,
"countdown_before_song": True,
"default_arrangement": "Lead",
"demucs_server_url": "http://demucs.example:9000",
}))
r = client.post("/api/settings/reset",
json={"keys": ["master_difficulty", "countdown_before_song"]})
assert r.status_code == 200
body = r.json()
assert set(body["reset"]) == {"master_difficulty", "countdown_before_song"}
cfg = _read_cfg(tmp_path)
# Reset removes the key so GET falls back to the default.
assert "master_difficulty" not in cfg
assert "countdown_before_song" not in cfg
# Unlisted keys are untouched.
assert cfg["default_arrangement"] == "Lead"
assert cfg["demucs_server_url"] == "http://demucs.example:9000"
def test_reset_ignores_unknown_keys(client, tmp_path):
(tmp_path / "config.json").write_text(json.dumps({"master_difficulty": 40}))
# Unknown / non-resettable keys are silently ignored, not an error, and
# can't be used to delete arbitrary config.
r = client.post("/api/settings/reset",
json={"keys": ["dlc_dir", "not_a_real_key", "master_difficulty"]})
assert r.status_code == 200
assert r.json()["reset"] == ["master_difficulty"]
assert "master_difficulty" not in _read_cfg(tmp_path)
def test_reset_bad_body_returns_error(client, tmp_path):
r = client.post("/api/settings/reset", json={"keys": "master_difficulty"})
assert "error" in r.json()
def test_reset_with_no_config_is_noop(client, tmp_path):
# No config.json yet — already at defaults, nothing to remove.
r = client.post("/api/settings/reset", json={"keys": ["master_difficulty"]})
assert r.status_code == 200
assert r.json()["reset"] == []
+119
View File
@@ -0,0 +1,119 @@
"""End-to-end test for the sloppak loader recognising an `original_audio:`
manifest key (the single full-mix file shipped alongside the separate stems)
and surfacing the manifest-relative path on the LoadedSloppak."""
from __future__ import annotations
import json
from pathlib import Path
import yaml
import sloppak as sloppak_mod
def _write_dir_sloppak(root: Path, manifest_extras: dict, *, write_full_mix: bool) -> Path:
"""Build a minimal directory-form sloppak that load_song will accept.
Uses the tmp_path leaf name to make the sloppak filename unique per test,
avoiding the module-level ``resolve_source_dir`` cache being poisoned by a
previous test that happened to share the same "song.sloppak" filename.
"""
pak = root / f"{root.name}.sloppak"
pak.mkdir()
arr_dir = pak / "arrangements"
arr_dir.mkdir()
arr = {
"name": "Lead",
"tuning": [0, 0, 0, 0, 0, 0],
"capo": 0,
"notes": [],
"chords": [],
"anchors": [],
"handshapes": [],
"templates": [],
"beats": [],
"sections": [],
}
(arr_dir / "lead.json").write_text(json.dumps(arr))
manifest = {
"title": "Test",
"artist": "Tester",
"album": "",
"year": 2026,
"duration": 10.0,
"arrangements": [{"id": "lead", "name": "Lead", "file": "arrangements/lead.json"}],
"stems": [{"id": "guitar", "file": "stems/guitar.ogg", "default": True}],
}
manifest.update(manifest_extras)
(pak / "manifest.yaml").write_text(yaml.safe_dump(manifest, sort_keys=False))
if write_full_mix:
orig_dir = pak / "original"
orig_dir.mkdir()
# The loader only checks presence (is_file); contents are irrelevant.
(orig_dir / "full.ogg").write_bytes(b"OggS-not-real")
return pak
def _load(pak_path: Path, tmp_path: Path):
dlc_root = pak_path.parent
cache = tmp_path / "cache"
cache.mkdir()
return sloppak_mod.load_song(pak_path.name, dlc_root, cache)
# ── Happy path ───────────────────────────────────────────────────────────────
def test_load_song_attaches_original_audio_when_manifest_opts_in(tmp_path: Path):
pak = _write_dir_sloppak(
tmp_path, {"original_audio": "original/full.ogg"}, write_full_mix=True
)
loaded = _load(pak, tmp_path)
# Stored as the manifest-relative string so server.py can build the URL the
# same way it builds stem URLs.
assert loaded.original_audio == "original/full.ogg"
# ── Absent / degraded branches ───────────────────────────────────────────────
def test_load_song_original_audio_none_when_manifest_silent(tmp_path: Path):
pak = _write_dir_sloppak(tmp_path, {}, write_full_mix=True)
loaded = _load(pak, tmp_path)
assert loaded.original_audio is None
def test_load_song_original_audio_none_when_file_missing(tmp_path: Path):
# Manifest points at a full mix that isn't on disk — disabled silently.
pak = _write_dir_sloppak(
tmp_path, {"original_audio": "original/full.ogg"}, write_full_mix=False
)
loaded = _load(pak, tmp_path)
assert loaded.original_audio is None
def test_load_song_original_audio_none_when_value_blank(tmp_path: Path):
pak = _write_dir_sloppak(tmp_path, {"original_audio": " "}, write_full_mix=True)
loaded = _load(pak, tmp_path)
assert loaded.original_audio is None
# ── Security / path-traversal branches ──────────────────────────────────────
def test_load_song_original_audio_none_when_path_escapes_sloppak(tmp_path: Path):
pak = _write_dir_sloppak(
tmp_path, {"original_audio": "../outside.ogg"}, write_full_mix=True
)
loaded = _load(pak, tmp_path)
assert loaded.original_audio is None
def test_load_song_original_audio_none_when_path_is_absolute(tmp_path: Path):
pak = _write_dir_sloppak(
tmp_path, {"original_audio": "/etc/passwd"}, write_full_mix=True
)
loaded = _load(pak, tmp_path)
assert loaded.original_audio is None